Although Moon Trees have their own Desolation_Respawn_Time in tuning.lua, they aren't actually affected by Desolation Regrowth at all.
Reason being (I think) is that nothing exists for the moon trees in desolationregrowth.lua (lines 164-184), unlike all the other trees .
Spoiler
self:SetSpawningForType("evergreen", "pinecone_sapling", TUNING.EVERGREEN_REGROWTH.DESOLATION_RESPAWN_TIME, {"evergreen"}, function()
return (_worldstate.issummer and 2) or (_worldstate.iswinter and 0) or 1
end)
self:SetSpawningForType("evergreen_sparse", "lumpy_sapling", TUNING.EVERGREEN_SPARSE_REGROWTH.DESOLATION_RESPAWN_TIME, {"evergreen_sparse"}, function()
return 1
end)
self:SetSpawningForType("twiggytree", "twiggy_nut_sapling", TUNING.TWIGGY_TREE_REGROWTH.DESOLATION_RESPAWN_TIME, {"twiggytree"}, function()
return 1
end)
self:SetSpawningForType("deciduoustree", "acorn_sapling", TUNING.DECIDUOUS_REGROWTH.DESOLATION_RESPAWN_TIME, {"deciduoustree"}, function()
return (not _worldstate.isspring and 0) or 1
end)
self:SetSpawningForType("mushtree_tall", "mushtree_tall", TUNING.MUSHTREE_REGROWTH.DESOLATION_RESPAWN_TIME, {"mushtree"}, function()
return (not _worldstate.iswinter and 0) or 1
end)
self:SetSpawningForType("mushtree_medium", "mushtree_medium", TUNING.MUSHTREE_REGROWTH.DESOLATION_RESPAWN_TIME, {"mushtree"}, function()
return (not _worldstate.issummer and 0) or 1
end)
self:SetSpawningForType("mushtree_small", "mushtree_small", TUNING.MUSHTREE_REGROWTH.DESOLATION_RESPAWN_TIME, {"mushtree"}, function()
return (not _worldstate.isspring and 0) or 1
end)
My test: I cleared out all the Moon Trees on the Lunar Island, LongUpdated the game a few hundred days, and no more Moon Trees spawned.
Steps to Reproduce
Clear out all the Moon Trees on the Lunar Island. LongUpdate the game a few hundred days. See that Moon Trees have gone extinct.
Clear out all the Moon Trees on the Lunar Island. LongUpdate the game a few hundred days. See that Moon Trees have gone extinct.
- 2
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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