When boulders are set to a high setting such as insane (often done for megabase worlds), the special boulder moon_rock_shell doesn't spawn as expected. This prevents the player from obtaining the Celestial Orb, building the Celestial Portal, and advancing the main quest line. The cause of this is a fixed, low density setting in the shadowmeteor script.
diff --git a/scripts/prefabs/shadowmeteor.lua b/scripts/prefabs/shadowmeteor.lua index f9ffb28..6fd072f 100644 --- a/scripts/prefabs/shadowmeteor.lua +++ b/scripts/prefabs/shadowmeteor.lua @@ -37,7 +37,7 @@ for k, v in pairs(SMASHABLE_WORK_ACTIONS) do end local NON_SMASHABLE_TAGS = { "INLIMBO", "playerghost", "meteor_protection" } -local DENSITY = 0.1 -- the approximate density of rock prefabs in the rocky biomes +local DENSITY = 3.5 -- the approximate density of rock prefabs in the rocky biomes (insane) local FIVERADIUS = CalculateFiveRadius(DENSITY) local EXCLUDE_RADIUS = 3 local BOULDER_TAGS = {"boulder"}
The DENSITY value should be dynamic based on the world gen value of boulder density. Based on the implementation of CalculateFiveRadius, I found 3.5 to be approximately the right value for a boulders density set to insane.
However, I wonder if this density restriction even makes sense anymore and whether meteors should have fixed chance to spawn new stuff regardless of boulder density. Thematically, it makes a lot more sense if meteors can always leave boulders behind.
- Create a world with insane boulders density
- Observe no new boulders "falling" from meteor showers until the meteor showers (hopefully) destroy enough boulders to make room for new ones. (this can take hundreds of days)
- Observe that if you create a world with low boulder density or otherwise mine all the boulders in the meteor shower area that the rock_moon_shell can spawn.
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