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For our test world we just use admin tools to remove all the old spawns rather than starting from scratch every time.
If you want to force the game to spawn a new starter camp, you can use the Economy tab of the admin tools to reset your reputation with SMART to 0.
Slightly spoiler stuff:
The starter base will be a convenience store, an abandoned hangar, or a greenhouse. (In places with no O2 the greenhouse is the only available start.) It will spawn with a radio tower next to it to make it easy to find even if you don't toggle on the GPS marker. There is a low chance the convenience store comes with a pre-built rover parked at it.
These changes sound real good. I'd been going in and renaming them Salvage_1, _2, _3, etc. so that will save some effort.
Probably should start over to see what the changes look like.
The encounters now have randomized gird names that are added to the GPS ping.
Now instead of just having a massive list of markers named only "Scavenge," you will get stuff like "Scavenge SCGEK-553.2."
This should make it a little easier to keep track of them when playing with friends.
"I just went to TABBQ-426.9 and it was nothing but plushies."
All the spawns use the same system for the ping so not sure why it wouldn't have triggered a waypiont for you.
There is a set of junk rovers that spawn above the ground. The buried ones are mostly meant as a source of parts. I also plan on adding a chance for a rover on the rest-stops. You also have a rare chance to get an S-Mart with a complete functional rover docked at it's charge port.
There will also be more options for pre-made stuff that you can rebuild once I get to adding the next tier of encounters. Trying to shake out all the little kinks in what's in now before doing that though.
Sounds like a good change to the shop. :)
Also noticed the LG vehicle and the bus don't seem to generate waypoints.
Any thought on spawning the vehicles ON the ground so they can be rebuilt and used? Digging things out of voxels is nearly impossible, leave one tiny bit in there and BOOM. Or is the intent to do that so your forced to just use them for parts?
Going to convert those to a single spawn location where a clump of "mobile" shops spawn with a new random set roughly once an in-game day. (assuming your day cycle is left to default)
For now I suggest using admin tools to clean out the M spawns periodically just to free up slots for other stuff.
I must have broken the rest stop when I fixed the bathrooms. Not sure why that would have changed it's rotation but I'll take a look.
I think the shops spawn perhaps a bit too often vs. things you can salvage.
The rest stop salvage opportunity spawns upside down.