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garrotte13 avatar garrotte13 commented on May 28, 2024

May be my request will be too selfish, but can we have an option to completely turn off Death mutations code? (setting max mutations per faction to 0 doesn't make it). Other new features of 1.2.0 are too sweet to return to 1.1.1.

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veden avatar veden commented on May 28, 2024

Can you describe why you don't want the death mutations and are you expecting the regional bases to change at all still?
Setting the mutations to zero should work, what are you seeing?

There is a deeper problem around bases being recycled before all the chunks under a bases control have been destroyed.

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garrotte13 avatar garrotte13 commented on May 28, 2024

just because this code leads to unexpected crashes and game over after a few hours of base building.
The feature is very good and fun.

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garrotte13 avatar garrotte13 commented on May 28, 2024

But from other point of view I played about 6 hours of new game, destroyed 21 spawners and didn't get this issue. Does it mean, that there must be a big map opened with a mass of spawners to get this issue (like in my old gamesave with 79% evo) - only in such situation script won't be in time processing all chunks?

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veden avatar veden commented on May 28, 2024

It comes down to chance. In the version on github this issue hasn't been fixed.

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veden avatar veden commented on May 28, 2024

this should be resolved on the master branch now

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garrotte13 avatar garrotte13 commented on May 28, 2024

Yes, looks like it is ok now.

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