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Skaz88

Second Lieutenant
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Oct 22, 2015
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Required​

Summary​

No magic materials spawning on surface

Description​

I know that the spawns for liquids were changed, but I'm playing on a temperate/tropical map and I've only seen one plant spawn. Plant magic materials should still be spawning right?

Steps to reproduce​

Play a game on a temperate/tropical/subtropical map.

Platform​

Steam

Game Version​

1.010.001.106191

Owned DLCs​

  • Dragon Dawn
  • Empires and Ashes
  • Primal Fury
  • Eldritch Realms
  • Herald of Glory
  • Ways of War
  • Giant Kings

Optional​

Affected Feature​


Attachments​



 
Upvote 0
It will probably help if you could upload a zipped save file of the game where you encountered the issue. Once the devs respond to this, I bet that's the first thing they will ask for anyways before taking any other steps, unless they already know about it.
I can't replicate it on my end. For me all the materials are spawning.
 
I took off every mod except Massive maps and I'm still not seeing anything spawning on the surface. Not on Temperate, not on desert, I'll try a couple of other maps.
 
Here's a save with only Massive Maps enabled.
I can see all the plant materials on that map.
On the surface, I count:
3x Haste Berry
3x Silvertongue Fruit
3x Rainbow Clover
and
2x Astral dew
2x Archon Blood
3x Tranquility Pool

So there seem to be more plants than other magic materials. They are more spread out, which might have to do with the fact the this is a massive map, much bigger than the game is made to create, and the climate those spawn in covers most of the map, while the other climates are more compact, so a lesser amount of materials are closer together, and therefore seem more plentiful.
 
I'm experiencing something similar in that I have notice that in some games that there are few/no magic materials, especially plant materials, on the map. I'm having trouble reproducing the issues where there are no free plants, but there are definitely issues where there is a shortage. Magic materials associated with free cities, handcrafted regions (including Fated regions) and the Talented Collectors society trait always seem to spawn (are not affected by this bug).

I first noticed it with Massive Maps, but I see the same issue with all mods disabled, Very Large map size, Land realm geography trait, and Endless Fields climate trait. There are a lot of magic materials in / near the arctic sections at the top of the map, while the rest of the map is sparse. Changing the climate trait to tropical spreads the magic materials out, but there are still few. Changing the geography trait to Divide spawns a more normal distribution of magic materials. The larger maps may make the issue more obvious,. but it's not limited to the mod. I think it has to do with the geography of the map and the climate. I suspect that the changes to magic material placement don't work well with map generation at the extreme ends.

For a while I was convinced that generating additional maps with the same settings was producing less magic materials over time, but I can't duplicate it.
 
So it IS a base game bug! Something must have been accidently changed when they changed the distributions. Can the devs please look into this? This looks like an actual bug and it would be nice if it could be fixed in the next update please.
 
Are those independant spawns or automatic free city spawns? There isn't a problem with the automatic free city spawns, it's the randomly generated ones that aren't or very rarely happening.
 
Ok, I figured out the issue through trial and error. It's caused by the Climate Trait! I'm used to using Endless Fields, so I went with that as the default for testing. When I turned off the trait, I immediately saw the issue.

My testing procedure was as follows:
As a general setup, unless otherwise stated: Map Size: Very Large: Geography Trait: Land, Clime Trait: Endless Fields, No Other Traits Counting only locations not associated with a free city after running the cheats to show the map and clear all breakable terrain; there are about 12 free cities per map.

Test 1: 4 liquid and 2 plants in the top quarter of the map. Four plants in the bottom three quarters of the map. Three liquid and six ore underground.
Test 2: 7 liquid in upper quarter, three plants in lower three quarters. Underground has 10 ore and five liquid.
Test 3 - Tropical Climate Trait: Three plants on surface, three liquids and nine ore underground.
Test 4 - Divide realm trait, Endless Fields climate. River running east to west; 7 liquids north of river, three plants south. Twelve ores and 3 liquids underground.
Test 5 - Land / Endless Fields + Explorative Underground: Five liquid in top quarter, three plants in bottom three quarters. One liquid and no ores underground.
Test 6 - Land / Endless Fields + No Free Cities + Explorative Underground: Six liquids and three plants in top third of map, seven plants in bottom third. One ore underground.
Test 7 - Land, No Climate Trait + No Free Cities: AHA! 15+ Liquids, 15+ Plants, 6 ores on surface. 4 liquids and 10+ ores underground.

Ok, so the climate traits for world generation need to be looked at. The Endless Fields one is particularly bugged; starting in the north of the map gives a much better start than the south as far as magic materials goes. You might also want to look at adding Magic Materials underground with the Explorative Underground trait.
 
Jordi is there an issue with realm traits and magic materials spawning? Bas was telling me earlier that there were problems with land, endless fields and crystalline abundance. It sounds like something is buggy with Climes.
 
Jordi is there an issue with realm traits and magic materials spawning? Bas was telling me earlier that there were problems with land, endless fields and crystalline abundance. It sounds like something is buggy with Climes.
That is not what Bas told you. Bas explained to you that Crystalline Abundance increase the spawning of Mana Nodes by taking up some of the space that is normally used by Magic Materials.

Same when it comes to climes and clime trait, if you are using a Realm Trait that modifies available Climes you are also modifiying the available Magic Materials. Some will not spawn in certain climes so you may miss entire types.
 
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