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RNG of the Celestial Orb


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Hey @V2C, as requested, this is just a reminder about the RNG of the Celestial Orb. Here’s the relevant files I could find to help make things a little easier.

Components folder:
Meteorshower.lua lines 177-181: determines the size of the meteor boulder, with a 20% chance to spawn one of the large size

Prefabs folder:
shadowmeteor.lua lines 234-243: if the boulder size is “large”, 15% chance to spawn a “rock_moon”

Back to components folder:
worldmeteorshower.lua lines 23-33: determines the % chance of the Suspicious Boulder aka “rock_moon_shell”. Odds of this suspicious boulder increases for every “rock_moon” that spawns or the age of the world, though I believe it still relies on meteorshower.lua to spawn the orb, hence the RNG problem of the Orb

I don’t know if this is relevant but for shadowmeteor.lua lines 135-172, there’s something about more meteors not spawning if there’s no space to deploy rocks

Suggestion:
If the intention and ultimate fix is that the orb will ultimately spawn guaranteed on day 60 and nothing else, I would like to suggest that the Suspicious Boulder should spawn right as Alter is awakened after the player sockets all 3 Lunar Alters.

Reason being is that, barring the orb, the entire Celestial Questline to start the rifts can be done well before day 60. I really want to start the Lunar Rifts as soon as possible without having to use world gen settings to get to that point.

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So I added a debug string to worldmeteorshower.lua & I used @JazzyGames's world where he didn't get the orb at all.

Turns out in his world, he had a 0% chance of actually spawning the orb, despite being on day 121!

Attached is his save, which he had uploaded on a bug report.

And this here is the debugstring I had wrote:

function self:GetDebugString()
	local s = ""
	s = s .. string.format("Suspicious Boulder Chance: %s", tostring(_moonrockshell_chance))
	
	return s
	
end

 

Cluster_100.zip

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