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Klei please fix Rock Lobster populatation bug


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Come'on Klei fix your game man. :mad:

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.

 

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. 

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? 

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.

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.

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.

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.

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.

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?

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.

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.

On 8/17/2016 at 3:03 AM, teddiedanh said:

Come'on Klei fix your game man. :mad:

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.

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...

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.

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.

 

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