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My guess is that when the entity limit is pretty much full (which more often happens in early multicellular with massive body plans), chunks can get queued and then spawn way later once the player has had time to move over to where the spawn happens.
I've had an idea for a while that the spawn system should skip spawns that end up too close to the player's new position. I think I didn't implement that based on this bug being able to happen but I didn't double check. If that was implemented then this will be a much trickier bug to fix.
The text was updated successfully, but these errors were encountered:
My guess is that when the entity limit is pretty much full (which more often happens in early multicellular with massive body plans), chunks can get queued and then spawn way later once the player has had time to move over to where the spawn happens.
https://www.reddit.com/r/thrive/comments/1cgrsoh/comment/l1xm0d0/
I've had an idea for a while that the spawn system should skip spawns that end up too close to the player's new position. I think I didn't implement that based on this bug being able to happen but I didn't double check. If that was implemented then this will be a much trickier bug to fix.
The text was updated successfully, but these errors were encountered: