The conditions checked during entity search don't include if the tree has normal_anims, meaning closer small/tall trees can be selected and block other medium-sized ones from turning.
if math.random() < chance * chance_mod then --print("Trying to spawn monster") local x, y, z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 30, FINDTREETOTRANSFORM_MUST_TAGS, FINDTREETOTRANSFORM_CANT_TAGS) local max_monsters_to_spawn = math.random(3, 4) for i, v in ipairs(ents) do if v.leaf_state ~= "barren" and not v.monster and v.monster_start_task == nil and v.monster_stop_task == nil and v.domonsterstop_task == nil then v.monster_start_task = v:DoTaskInTime(math.random(1, 4), delayed_start_monster) if max_monsters_to_spawn <= 1 then break end max_monsters_to_spawn = max_monsters_to_spawn - 1 end end end
The same issue carried over to the treeguard idol, when looking for birchnut trees to turn into poisonous ones.
Also, another important issue is that the tree being chopped down can be found by the search, yet this isn't checked when iterating, essentially eating one of the possible spawns. There needs to be a v ~= inst check.
You could address this and lower the random max amount to math.random(2, 3) if you don't want to affect that it always resulted in a maximum of 2 or 3 even when other conditions were met.
Steps to Reproduce
- Place a lot of birchnut trees in an area.
- Chop down a non-barren tall birchnut tree surrounded by small or tall ones, and with medium ones behind them (ideally also, force the chance to be guaranteed).
- Notice how less of them will become poisonous, or even none if there's 4 non-medium ones the closest to the one you chopped down. Also notice how the max amount will always be 3, not 4, due to the tree that was chopped down being selected.
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