Is there a limit to the number of Crashed CV's per Playfield?

Discussion in 'Planets & Playfields' started by Scoob, Jan 28, 2018.

  1. Scoob

    Scoob Rear Admiral

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    Hey all,

    I recently started dabbling in .yaml editing again, creating myself a tricky (no Civilian or Admin POI's) Akua start. To mix things up a bit I added the chance of additional Crashed CV type POI's to spawn, as well as the default Titan Wreck Sections.

    However, upon exploring the planet, while the additional Crashed CV is present, the original Titan Wreck Sections are nowhere to be seen.

    To be clear, the Titan Wreck entries were unchanged, I just added an additional Crashed CV POI after it.

    Other than the missing Titan Wreck Sections, everything worked perfectly, No Civilian POI's, no Admin POI, and I also upped the level of Drones as well as adding Ice Golems to mountain Biomes.

    Note: I used to .yaml edit a lot but admit I may be a little rusty :)

    Any ideas?

    Scoob.
     
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  2. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    There i a limit of "entities" per planet. I think it is 60 at the moment.

    Every NPC spawn (terrain), Ore deposit and each POI is an individual entity. Check "ents" in console to check the entity count.
     
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  3. Sparrowhawk65

    Sparrowhawk65 Captain

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    Don't know if it's relevant, but one map I tried spawned a lot less than I thought it would. Total amateur here, but I noticed the lines "SpawnPOIAvoid: [Wreckage]" and "SpawnPOINear: [Wreckage]" so remarked a few of them in case those rules were making it hard for the engine to find a place for the POIs. It helped a bit.
     
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  4. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    Background info: The list of POI in the .yaml is also the ORDER in which the algorythm will trie to place the entities. So if you have a lot of POI the ones on the bottom might never show up if you also have a lot of ore deposits or NPC spawns...
     
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  5. Scoob

    Scoob Rear Admiral

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    Thanks for the replies.

    While "my" Akua has the default Ore spawns, I did add Cobalt back in. Also, I'd removed many POI's - more than I added - so I don't think I'm hitting the limit unless adding Golems to Mountain Biomes pushed things over the edge. Finally, the "Wrecked Ship" POI - which is in game - was added after the Titan Wreck Sections, which don't appear.

    When I'm in-game later I'll check the "Ents" command and see what the value is.

    Thought: Running Plenty/Poor for number and yield of deposits likely pushes the Ents value up. Oddly, while I did pick "poor" I'm still seeing 1,200 yield deposits, far higher than I'd normally get with these settings.

    Btw: while I've not changed anything for Spiders I have soooo many of them! It really is quite dangerous on foot in places.

    Scoob.
     
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  6. Scoob

    Scoob Rear Admiral

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    Just checked using the "Ents" command, I have 66.

    01 to 36 are Ore deposits - Plenty/Poor amount/yield selected
    37 to 43 are POI's - quite a few less than expected.
    44 is Me (Scoob)
    45 to 55 are various Drones
    56 is an Alien Insect
    57 is "Akua Base" my BA
    58 to 62 are Spiders
    63 is an Alien Insect
    64 is my SV
    65 is another Spider
    66 is a Troop Transport

    So, this seems like very few actual entities, all things considered, but if 60 is the limit then playing with Plenty/Poor deposits seems like a bad idea if I want a nicely populated playfield.

    Note: the only POI I added was the "Crashed Capital Vessel" and I actually removed ALL Civilian POI's.

    I guess the game perhaps knew it could not add all Titan Wreck Sections, so it added none of them, moving onto the "Crashed Capital Vessel" which was the last in the list.

    Can this limit be increased?

    Scoob.
     
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  7. piddlefoot

    piddlefoot Rear Admiral

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    Ive found the best way to increase spawning of POIs is to set Ore nodes to a few and have them as massive nodes themselves.

    This gives the map as much Ore as twice as many nodes with half as much and halfs the entities which increases spawnability of POIs.

    Ive also found its much better at placement if you delete as much ''spawn near '' and ''avoid'' code as possible, because yes that also limits the amount of POIs spawning if its a loaded playfield.

    The other things that effect POIs spawning really bad is a very high sea level, and or a really extreme XML Terrain file, which really only happens in SP atm on custom maps, all the developer terrains are pretty good as long as you keep sea level under 100 in general for the new splat maps, and for the older maps under 60.
     
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  8. Scoob

    Scoob Rear Admiral

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    Yes, it does look like that would be the best way to free up some space, so to speak. Shame though as I really like lots of smaller deposits.

    I expect the limit will be raised quite a lot for the potentially much larger playfields coming in version 8.

    Scoob.
     
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  9. piddlefoot

    piddlefoot Rear Admiral

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    I recon it might be, if they can get these node assets to generate when the chunk is loaded, rather than loading them all in at once, we could see it expanded to a huge degree.
    I think they will aim for that maybe not straight away but I think it will be a long term project because its also a huge performance booster for both client and server, so I recon your right Scoob, I recon they will do it too.
     
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  10. Scoob

    Scoob Rear Admiral

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    Yeah, assets loading with the chunk would work very well - especially in SP of course. I think chunk optimisations are needed in general, so in the future we can have things like the "base chunk" loaded so your base responds properly when you are away. Basically, remote chunks have the potential to be "live" when no player is present if there's an event impacting that chunk (like a Drone Wave or a PV attack) but it could perhaps be optimised to have a lower resource impact.

    I no we're no where near the "optimise" phase of development yet, so it's no huge deal, but having a plan in place on how to tackle things as they scale up - especially considering 8.x's larger playfields, might be something that needs looking at sooner rather than later.

    Must admit, I'm not playing as much currently due to 8.x anticipation...usually, one I've gathered all the materials I could ever need, there's a huge update and I never use said hoarded materials lol.

    Scoob.
     
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