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Shadow Rift spawn conditions are too harsh that there are too few locations in the world to choose


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Currently, the Shadow Rift spawn conditions are so demanding that there are very few points in the world that meet the conditions. If you skip long days enough in bata, it's easy to see that the Rift tends to spawn repeatedly in 3 or 4 positions.(most of green fungus forest) Sometimes there isn't even a single place in the entire world for Rift to spawn. In a normal game, because players would be building structures in caves, it would make it even harder.

 

Here are the reasons for my guess, I don't understand lua, So it might be wrong:

First, Rift only spawn where x and z are less than half the length of the world's sides. That is, a  square area covering a quarter of the world at the center of the world.

Second, Rift can only spawn in seven biomes: BigBatCave, RockyLand, SpillagmiteCaverns, LichenLand, Blue Fungus Forest ,Red Fungus Forest and Green Fungus Forest.

So, for example, this is where all Rfit can be sapwned.

20230607064909_1.thumb.png.a1950ff2b460e1078b2acbc0bfa678e2.png

Third, no structures, blockers, antlion blockers, or transplanted plants can exist within 15 tiles of the Rift.

Stalagmites, Batcaves, Nightmare Fissures, Pillars, and Ponds all belong to blockers, and they are abundant within these seven biomes, preventing Rift spawn, resulting in Rifts that tend to only form in a few locations in green and red and blue fungal forests.

 

Suggestions for possible solutions:

  • Remove the restriction on the square area in the center of the world, which is unnecessary because biomes have been specified.
  • Allow it spawn in the four mud turf biomes in the center of the cave?
  • Changed the mechanism for blocker to block Rift spawn to... I don't know.
  • Whatever it is, I hope it's not too different from the Lunar Rift, and it's really neat and symmetrical to have them working with the same logic.
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Isn't it a good thing? Didn't we complain about rift spawning on structures, plants etc like a few months ago?  I would prefer these hard restrictions any day over rift randomly destroying my base.

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Aauuugggghhh, nnnoooooooo-

If the bugfix goes through and they prevent multiple rifts from spawning, I hope this gets changed up.

Prevent them from spawning on player bases but they need looser conditions to actually appear in the world.

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I kinda wish we could have it where the rift would spawn from all fissures simultaneously but only one at a time if multiple are close to each other that way all you only need to worry about  getting to one when it's time.

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1 hour ago, Pticman said:

Isn't it a good thing? Didn't we complain about rift spawning on structures, plants etc like a few months ago?  I would prefer these hard restrictions any day over rift randomly destroying my base.

Changing it doesn't mean it's gonna show up on your base. Just make sure it can be spawned.

Current mechanism makes it very likely that you will get a world where Rift cannot be spawn at all. And you can't or hard to change that, because most of them are indestructible. And if you build a base in one of these seven biomes, you may also be forced to dismantle them to allow Rift spawn.

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  • Developer

The arena checking code goes over the whole map the coordinate transform you are seeing translates tile coordinates to world coordinates. I have added spider dens, and fissures as acceptable arena locations but the pillar, ponds, and bat cave spawners are not good for an arena with them being large indestructible colliders. Arenas are large so these side areas have a hard time finding a good spot to go into the side areas and you will see a bias towards areas where there is more room.

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56 minutes ago, JesseB_Klei said:

spider dens

Uh oh, the shadows are copying Wagstaff's strategy: always spawns right next to a spider den/tentacle/merm house to cause maximum inconvenience for the survivors, pro move I'd say.

please consider letting Wagstaff stop a bit away from those when collecting moon storm energy though. It's impossible to dodge 3 moongleams, 6 mutant birds and 6 spider at the same time, while handing tools that hasn't even spawn yet to Wagstaff. (That's the solo experience I had :/

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On 6/9/2023 at 3:29 AM, JesseB_Klei said:

The arena checking code goes over the whole map the coordinate transform you are seeing translates tile coordinates to world coordinates. I have added spider dens, and fissures as acceptable arena locations but the pillar, ponds, and bat cave spawners are not good for an arena with them being large indestructible colliders. Arenas are large so these side areas have a hard time finding a good spot to go into the side areas and you will see a bias towards areas where there is more room.

Thanks for your reply!

But these measures do not seem to be working successfully, the spawn condition of Shadow Rift is still very harsh. This is the result of my test it in the latest beta, each time the location is marked by mooneye.

402120850_WB_53ZDZV9RYON01PH_U.thumb.png.b496cc55da9af2b7cfe5666f9b085f6b.png


As you can see, it still only spawn in Red, Blue and Green Fngus Forest, and there are very few locations to choose from. (These biomes don't have fissures or spiderdens) When I build structures in these locations, the Rift was completely stop spawn, this take only ten structure. 

And these three biomes, especially Rift's favorite Blue Fungus Forest, are perfect place for players base in cave. In a multiplayer server, even if players don't try to prevent Rift spawn intentional, or build megabase across the world. It's also possible completely block Rift spawn and then have to tear down something to make it work. (If they know why)

Here are some of my ideas

  • Let Stalagmites and Spilagmite no longer block Rift spawn. But that requires giving them a regeneration, perhaps from acid rain like people ask for? And I'm not sure what the "blocker "tag does, which could have other effects.
  • Let "blocker"s have a smaller range to prevent Rift spawn, Shadow Rift produce gas instead of terrain, and their overlapping with pillars or ponds is not a problem, it is just necessary to avoid the Rift itself overlapping with them. This doesn't affect player bases either, as they are basically unbuildable.
  • Allows Rift spawn in more biomes, such as mud turf areas in the center of cave.
  • Rewrite lore to make it become "Mushroom Dimension Rift."

I can't imagine solving it while keeping the lunar and shadow rift mechanics the same, sad :(

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