teddiedanh Posted August 17, 2016 Share Posted August 17, 2016 Come'on Klei fix your game man. It has been aged and you still dont fix this one single bug, these Rock Lobsters driving me nuts. I took them overground and into the Ruins, now every inches I move in the game i see this **** everywhere. Even if I order them to attack each other it takes decades because they are tough like a Giant. Maybe restarting my world is the only solution now. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/ Share on other sites More sharing options...
Mobbstar Posted August 17, 2016 Share Posted August 17, 2016 There's a million and one mods to help you with that, ranging from simple fixes to lobster killing machines. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-804343 Share on other sites More sharing options...
Trojan.exe Posted August 17, 2016 Share Posted August 17, 2016 Are playing on pc? There is a console command that deletes anything under your mouse. It’s not cheating if you’re just fixing a bug, especially that cursed lobsters. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-804344 Share on other sites More sharing options...
imsomony Posted August 17, 2016 Share Posted August 17, 2016 Klei did implement a fix where they put a cap on the number of them that will spawn/breed (along with Beefalo), so there's that at least. I want to say the cap is 100, so it's still quite a lot if you brought them out of the caves. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-804399 Share on other sites More sharing options...
teddiedanh Posted August 18, 2016 Author Share Posted August 18, 2016 16 hours ago, Mobbstar said: There's a million and one mods to help you with that, ranging from simple fixes to lobster killing machines. Installing mods is not how Klei fix it's game bro. btw I installed a mod called "RockyFix" but it doesnt seem to do anything for me, is there any better mod for this? 10 hours ago, imsomony said: Klei did implement a fix where they put a cap on the number of them that will spawn/breed (along with Beefalo), so there's that at least. I want to say the cap is 100, so it's still quite a lot if you brought them out of the caves. So after 100 they won't populate anymore? Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-804604 Share on other sites More sharing options...
DarkXero Posted August 18, 2016 Share Posted August 18, 2016 If I remember correctly, the "fix" should be this piece of code: local function CanSpawn(inst) -- Note that there are other conditions inside periodic spawner governing this as well. if not inst.components.herd then return false end if inst.components.herd:IsFull() then return false end local x,y,z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x,y,z, inst.components.herd.gatherrange, inst.components.herd.membertag and {inst.components.herd.membertag} or nil ) return #ents < TUNING.ROCKYHERD_MAX_IN_RANGE end With the gatherrange being 40 (a screen) and the MAX_IN_RANGE being 12. So basically the cap is having a limit on the stuff on screen. Unfortunately, this piece of code isn't present in the rockyherd.lua file of the Shipwrecked DLC0002 folder. I don't know if this fix actually patches up the situation or not, for vanilla/RoG. I also tracked down the issue here: http://forums.kleientertainment.com/topic/66126-rock-lobster-apparent-overpopulation/ So I'm going to report it again, I guess. And also the code discrepancy. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-804621 Share on other sites More sharing options...
imsomony Posted August 18, 2016 Share Posted August 18, 2016 Nice catch @DarkXero, I haven't looked at the code for ages. Thanks for reporting it too! Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-804727 Share on other sites More sharing options...
Gingerbread Posted August 31, 2016 Share Posted August 31, 2016 On 2016-08-17 at 8:32 AM, Trojan.exe said: Are playing on pc? There is a console command that deletes anything under your mouse. It’s not cheating if you’re just fixing a bug, especially that cursed lobsters. Deleting them does not fix the problem. They repopulate easily. Go to caves and come back. you will find 7 tiny lobsters after the deletion. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-809161 Share on other sites More sharing options...
DarkXero Posted September 1, 2016 Share Posted September 1, 2016 4 hours ago, Gingerbread said: Deleting them does not fix the problem. They repopulate easily. Go to caves and come back. you will find 7 tiny lobsters after the deletion. That's correct. Some herds would stay and keep pumping out rock lobsters. But anyways: Status: Fixed Rejoice. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-809269 Share on other sites More sharing options...
Gingerbread Posted September 2, 2016 Share Posted September 2, 2016 23 hours ago, DarkXero said: That's correct. Some herds would stay and keep pumping out rock lobsters. But anyways: Status: Fixed Rejoice. Thanks for the feedback but how it is fixed? Like they will never repopulate on surface from now on? Or there will be a quota for the population or what? This overpopulation was also helpful for ruins. I used to take couple of them down to ruins base of me in classic DS and they were repopulating all over the place which was helping me a lot to deal with depths worms. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-809597 Share on other sites More sharing options...
DarkXero Posted September 2, 2016 Share Posted September 2, 2016 13 minutes ago, Gingerbread said: Thanks for the feedback but how it is fixed? Like they will never repopulate on surface from now on? Or there will be a quota for the population or what? This overpopulation was also helpful for ruins. I used to take couple of them down to ruins base of me in classic DS and they were repopulating all over the place which was helping me a lot to deal with depths worms. Oh, you can still have a quadrillion rockys on the surface. Now, if the spawner detects 12 rockys within a 40 screen radius (a screen), it won't spawn more rockys. Also, if herds update and they have 0 members, then they will auto remove themselves. So now what happens is 1) Bring rocky to surface (or ruins) 2) Herd is generated 3) Rocky now joins the new herd, knownlocations updates to the new herd instead of failing to join it 4) Herd has a member If you kill the rockys of the herd, the herd will die. If somehow the herd reaches a member count of 0, it gets removed (which may happen if you go persistently up and down with the lobsters). As they have a growth limit (can spawn if there are 6 per herd, no more than 12 on screen), and if you kill them all, they die for sure. I guess that what you can do now is controlled overpopulation 1) Give flint to rock lobster in caves 2) Bring to ruins 3) Bring it to X place, attack it 4) Go back to caves 5) Repeat 6) This time leave the rocky a screen away from the initial rocky Now you have 2 herds that will go to 12, with 6 each, separated by a screen's distance. In any case, people shouldn't experience insane overpopulation now. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-809614 Share on other sites More sharing options...
Gingerbread Posted September 3, 2016 Share Posted September 3, 2016 22 hours ago, DarkXero said: Oh, you can still have a quadrillion rockys on the surface. Now, if the spawner detects 12 rockys within a 40 screen radius (a screen), it won't spawn more rockys. Also, if herds update and they have 0 members, then they will auto remove themselves. So now what happens is 1) Bring rocky to surface (or ruins) 2) Herd is generated 3) Rocky now joins the new herd, knownlocations updates to the new herd instead of failing to join it 4) Herd has a member If you kill the rockys of the herd, the herd will die. If somehow the herd reaches a member count of 0, it gets removed (which may happen if you go persistently up and down with the lobsters). As they have a growth limit (can spawn if there are 6 per herd, no more than 12 on screen), and if you kill them all, they die for sure. I guess that what you can do now is controlled overpopulation 1) Give flint to rock lobster in caves 2) Bring to ruins 3) Bring it to X place, attack it 4) Go back to caves 5) Repeat 6) This time leave the rocky a screen away from the initial rocky Now you have 2 herds that will go to 12, with 6 each, separated by a screen's distance. In any case, people shouldn't experience insane overpopulation now. Thanks, If you accidentally bring one on the surface can you take him back to caves to get rid of that specific herd too? or if they get populated up to say 8 members around the sinkhole, by taking 8 of them back to caves can you get rid of them on the surface? Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-809930 Share on other sites More sharing options...
DarkXero Posted September 3, 2016 Share Posted September 3, 2016 50 minutes ago, Gingerbread said: If you accidentally bring one on the surface can you take him back to caves to get rid of that specific herd too? Yes, the herd will be empty on the surface and it will disappear. 50 minutes ago, Gingerbread said: or if they get populated up to say 8 members around the sinkhole, by taking 8 of them back to caves can you get rid of them on the surface? No herd members, no more herd. Simple as that. No more overpopulation because magical empty herds appeared out of nowhere. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-809941 Share on other sites More sharing options...
Xavven Posted September 3, 2016 Share Posted September 3, 2016 Nice! I seem to recall that even after taking every last rock lobster back down to caves, they would still respawn on the surface. I'm guessing this was because a 0 member herd would not be deleted, but rather keep spawning. Has that particular been fixed? Although honestly, I like having big rock herds on the surface. They kills every giant, every hound attack, etc. for me. And if I want some free rocks and meat, I make them attack each other. Honestly they're my favorite mob in the whole game. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-810255 Share on other sites More sharing options...
TheTraditionalGentleman Posted September 6, 2016 Share Posted September 6, 2016 On 8/17/2016 at 3:03 AM, teddiedanh said: Come'on Klei fix your game man. It has been aged and you still dont fix this one single bug, these Rock Lobsters driving me nuts. I took them overground and into the Ruins, now every inches I move in the game i see this **** everywhere. Even if I order them to attack each other it takes decades because they are tough like a Giant. Maybe restarting my world is the only solution now. Honestly, I actually doubt it's a bug. When playing as Maxwell, he will comment (when observing rock lobsters) "I banished these guys down here for a reason." You, my friend, have discovered his reason. I know it's a pain though XD I ran into this problem ages ago. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-810903 Share on other sites More sharing options...
MisterLock Posted September 19, 2016 Share Posted September 19, 2016 On 8/18/2016 at 7:50 AM, teddiedanh said: Installing mods is not how Klei fix it's game bro. btw I installed a mod called "RockyFix" but it doesnt seem to do anything for me, is there any better mod for this? Why not dude? It's how Bethesda handle's they're games. Ofc, I am joking, as an extremly old player, I remember when they put the cap on the beefalo's, I was quite bummed about that honestly, don't see why you would consider having tons of "tamable" animals or well more accodingly...rocks a bad thing... Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-815729 Share on other sites More sharing options...
wefoij Posted September 21, 2016 Share Posted September 21, 2016 I have a question. Do Rock Lobsters populate identically in all areas (Caves, Ruins, and Surface) or is the herd thing specific to non-caves? Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-816259 Share on other sites More sharing options...
Xavven Posted October 5, 2016 Share Posted October 5, 2016 On 9/21/2016 at 2:27 AM, someonenoone11 said: I have a question. Do Rock Lobsters populate identically in all areas (Caves, Ruins, and Surface) or is the herd thing specific to non-caves? In caves they behave much more like beefalo, in that they tend to stick to the rocky biome. On the surface I've found they spread practically everywhere, which I personally am fine with. Instant defense from any giant or hound attack. In ruins, they will start spreading around the entrance as well, but I don't think they take over quite as much as they do on the surface. I have gotten a herd to start in the city area past the labyrinth though, which is useful against clockworks. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-822232 Share on other sites More sharing options...
NotStarvnMarvn Posted October 7, 2016 Share Posted October 7, 2016 Well tons of rock lobsters having an orge 24/7 isn't ok in my book, holy crap I remember the first (and last) I brought rock lobsters to the surface, it was pretty funny at first though XD Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-822841 Share on other sites More sharing options...
t0panka Posted October 17, 2016 Share Posted October 17, 2016 It is not a bug, it is a feature! On 6 September 2016 at 4:17 AM, TheTraditionalGentleman said: Honestly, I actually doubt it's a bug. When playing as Maxwell, he will comment (when observing rock lobsters) "I banished these guys down here for a reason." You, my friend, have discovered his reason. I know it's a pain though XD I ran into this problem ages ago. Link to comment https://forums.kleientertainment.com/forums/topic/69614-klei-please-fix-rock-lobster-populatation-bug/#findComment-825939 Share on other sites More sharing options...
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