Wayward Terran Frontier: Zero Falls

Wayward Terran Frontier: Zero Falls

3u4u 24 Sep, 2021 @ 6:35am
9.0.new patch new bugs
world is broken(empry,only ships near SSC base and rarely near base)
there are a lot of abandoned ships in the place separating the 2 squares,without a crew.I even found a cruiser(2 strips)
trade also raises questions
:normalensher:
Originally posted by Allogonist:
Found the issue. If you are interested, this was caused by the nightmare of spawning ships into our world that has been created by allowing all of the ship spawn data to come from external files. Since user-data can now determine how many crew spawn into each ship, and what those crew are wearing and what is in their inventory etc...there was a bug where ships spawning from one of those profiles were also reading the crew info from the profile when loading after a save (in cases where the ship was undamaged at the time of the save).

That was obviously wrong and so I fixed it, which made all of my quests work so I was happy and uploaded a patch without stopping to check if the initial spawn of the ships were relying on that bug to populate their crew. This was a 2 bug scenario where 1 bug caused a second bug to not be a bug until I fixed the first bug.

Now after attempt 2 I believe ships are spawning with the correct crew AND keeping those crew after a save+reload correctly.

None of this would be such a big issue if our universe was smaller. We allow unmodified ships to move around as templates because it saves a LOT of disk space when you have thousands of ships in your world.
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Showing 1-9 of 9 comments
3u4u 24 Sep, 2021 @ 7:24am 
look,ships near SSC base just empty!all!
https://c.radikal.ru/c21/2109/f5/08d193926798.png
Jackington 24 Sep, 2021 @ 8:27am 
Similar issue. Lots of crewless ships around the boarders of sectors
Mr. Fibble 24 Sep, 2021 @ 1:05pm 
Same problem, seems like NPC's die when going from one grid to another leaving the ship to float at the border loaded with a game breaking amount of goo on board. Only active ships I've met are the ones that remain within the vicinity of a station.
SRR-MadMax 24 Sep, 2021 @ 2:43pm 
same, most trade ships seem derelict over stations, empty crew, holds full of grey goo containers
GrandMadzil 24 Sep, 2021 @ 4:24pm 
Same thing
The author of this thread has indicated that this post answers the original topic.
Allogonist  [developer] 24 Sep, 2021 @ 7:17pm 
Found the issue. If you are interested, this was caused by the nightmare of spawning ships into our world that has been created by allowing all of the ship spawn data to come from external files. Since user-data can now determine how many crew spawn into each ship, and what those crew are wearing and what is in their inventory etc...there was a bug where ships spawning from one of those profiles were also reading the crew info from the profile when loading after a save (in cases where the ship was undamaged at the time of the save).

That was obviously wrong and so I fixed it, which made all of my quests work so I was happy and uploaded a patch without stopping to check if the initial spawn of the ships were relying on that bug to populate their crew. This was a 2 bug scenario where 1 bug caused a second bug to not be a bug until I fixed the first bug.

Now after attempt 2 I believe ships are spawning with the correct crew AND keeping those crew after a save+reload correctly.

None of this would be such a big issue if our universe was smaller. We allow unmodified ships to move around as templates because it saves a LOT of disk space when you have thousands of ships in your world.
Mr. Fibble 24 Sep, 2021 @ 7:35pm 
So we could have faced a universe where every ship was crewed by Marv?
Jackington 24 Sep, 2021 @ 9:30pm 
Originally posted by Mr. Fibble:
So we could have faced a universe where every ship was crewed by Marv?
That is both a wonderful and frightening concept


Originally posted by Allogonist:

Thanks for the quick fix! Reminds me of the coders version of the beer bottles song
3u4u 25 Sep, 2021 @ 12:12am 
Originally posted by Allogonist:
Found the issue. If you are interested, this was caused by the nightmare of spawning ships into our world that has been created by allowing all of the ship spawn data to come from external files. Since user-data can now determine how many crew spawn into each ship, and what those crew are wearing and what is in their inventory etc...there was a bug where ships spawning from one of those profiles were also reading the crew info from the profile when loading after a save (in cases where the ship was undamaged at the time of the save).

That was obviously wrong and so I fixed it, which made all of my quests work so I was happy and uploaded a patch without stopping to check if the initial spawn of the ships were relying on that bug to populate their crew. This was a 2 bug scenario where 1 bug caused a second bug to not be a bug until I fixed the first bug.

Now after attempt 2 I believe ships are spawning with the correct crew AND keeping those crew after a save+reload correctly.

None of this would be such a big issue if our universe was smaller. We allow unmodified ships to move around as templates because it saves a LOT of disk space when you have thousands of ships in your world.
quest line have bugs too,after failed steal on SSC base and returning home must start battle quest like"what a?what a fleet""i thins its SSC rampage""WATA?another one fleet!""its i call police."
but in fact ships spawns,but event/quest not working
dev,please,test your game.
https://ibb.co/6wz3Y31
Last edited by 3u4u; 25 Sep, 2021 @ 2:34am
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