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[solved][debug] Broken spawn behaviour of Inimical gestalts on some worlds


Adgycarp
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It came to my attention that some players on certain worlds have inimical gestalts spawning constantly, in huge numbers and without cooldown. Yet with more recent worlds the spawn behaviour seems to work normally.
It seems the affected worlds are those where the warbot and scion was killed, relatively soon after the introduction of the current content arc.

I've heard that the mechanics of inimical gestalts and possibly the gestalt spawner component was changed recently.

I have got a suspicion of the cause, and that the somewhat older worlds are dealing with the fallout of either the recent changes, or a bug that was inherent to the gestalt spawner before the hotfix.

Glancing through "brightmarespawner.lua" it shows that worlds have a 'pool' with an amount of inim. gestalts contained within. if there is any amount in the pool, it will try to find the right circumstances to spawn near a player

_evolved_spawn_pool

If any number is in the pool, it will spawn on you when it can. Even after killing one, another one will take its place until the pool is empty.
The spawner component comes with an included debug command to check the amount of gestalts in the pool, very nice klei ^_^
I have used this function in my friend's world, who had this issue with inim. gestalts spawning too much, and came across something rather staggering.

[00:01:34]: RemoteCommandInput: "print(TheWorld.components.brightmarespawner:GetDebugString())"
[00:01:34]: 0 Gestalts; Evolved Pool size is 226; Next update in 0.00; Next pop check in 0.00

The pool somehow has 226 inim. gestalts in it. They would instantly respawn around players until they killed all 226 in the pool(not counting if the pool would increase naturally).

in 'healthy' worlds, this number is at or near 0, which makes the gestalt spawning more calm and reasonable. There was perhaps some bug (pre hotfix) that caused the number in this pool to spike to unreasonable amounts, leading to the situations we see with some lategame worlds.

Fix

Conveniently a few lines below in brightmarespawner lua file, there is another debug function that seems to work nicely to fix this ordeal.
Basically this allows the host to change the number of the gestalts pool. Again, very nice of klei to include this.

Those who have this issue with constantly spawning inim. gestalts or a gestalt pool with hundreds of lil guys in it, you can use the following to (hopefully) resolve it:

TheWorld.components.brightmarespawner:Debug_SetSpawnPoolSize(0)

It empties the pool and sets it to zero. It wouldn't hurt saving your world before trying this.
Also make sure to save your world after running the command, so the changes will persist.

I hope this will can help a few people, because it seemed that these creatures were being a huge nuissance to some players.

Sidenote: On one of my own worlds, the exact opposite thing occurs, where they refuse to respawn in spite of having killed warbot. i'm not sure how or why, and if it's working normally or not. If the above debug commands breaks the respawning of inim. gestalts entirely, then i'm sorry. Best to rollback and hope someone else finds a better solution :)


Steps to Reproduce

The issue described has happened to worlds that defeated warbot and Scion shortly after the first release of the Hostile Takeover content update, and have been playing regularly since the first kill.

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Interesting side note you added, because I host a weekly server and we killed Scion multiple times and since the patch "fixing" the Inimical Gestalts, they have never spawned again when wearing the crown with those jewels. 

Last week I did a solo Bee Queen fight while wearing the crown as Walter, but no Inimical Gestalt spawned during the whole fight. Its only use for now seems to be being constantly in state of enlightened without the sanity management, and having small gestalts do some extra damage. I did not know if this is what's intended, but reading your post it seems like that it's... bugged?

The only moment – only one – Inimical Gestalt spawned was right after the fight with Scion and only in the former-Pearls Island area.

Edited by konijnenmoed
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3 minutes ago, konijnenmoed said:

The only moment – only one – Inimical Gestalt spawned was right after the fight with Scion and only in the former-Pearls Island area.

Yea! This exact same thing ocurred to me on my world. It seems that it is indeed bugged somehow, someway. But I have no idea what is causing this, it's a seperate/opposite issue of described in the post title. It may be related to those changes in that particular hotfix, but alas.

By the way, within my own world where they refuse to spawn, I was fiddling around with altering this pool size.
If you inflate the pool size artificially, by entering a number above zero, it will make gestalts spawn on you after all. But only untill the pool runs out. In my case, quite possibly the same as yours, this pool is not regrowing naturally.

Meanwhile in normally functioning worlds, the pool size increases naturally, resulting in Inim. gestalts spawning normally.

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I checked the spawn pool in my world and it is indeed zero. When I use your code to make the spawn pool bigger, they spawn immediately, but only around me and turn hostile to other players while I'm wearing the crown with jewels.

It seems like they don't spawn themselves again when getting killed, neither do they spawn themselves when wearing the crown with jewels after they got killed. 

Seems like they can't spawn organically in my world, which feels like an unsolved bug for Klei to look into imho.

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