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Built an auto balanced system for prefab spawning #1746

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tornac1234
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@tornac1234 tornac1234 commented Feb 24, 2022

Hotfix for the current issue of player never finding most of the scannable objects spawning around wrecks for example

Fixes #1779

@tornac1234 tornac1234 changed the title Made it more frequent for prefabs to appear Built an auto balanced system for prefab spawning Feb 26, 2022

namespace NitroxServer.GameLogic.Entities;

public abstract class EntityHelper
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Isn't an interface more fitting here as it requires to implement the method?

{
nitroxTechType = worldEntityInfo.techType.ToDto();
// At this point, the tech type can still be None, so we need to make sure we return true only if we have a valid tech type
return nitroxTechType.ToUnity() != TechType.None;
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Can't we use worldEntityInfo.techType != TechType.None so we don't have a double cast?

Comment on lines +39 to +40
private const float FRAGMENT_LUCK_INDICATOR = 0.2f;
private const float DEFAULT_LUCK_INDICATOR = 0.1f;
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As discussed in discord this is not a valid option as the "luck indicator" changes with progression and fragment type afair.

@tornac1234 tornac1234 marked this pull request as draft May 28, 2022 18:21
@dartasen
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dartasen commented Aug 8, 2022

Since the issue is fixed, we can close this one for now

@dartasen dartasen closed this Aug 8, 2022
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Scannable objects do not spawn (probability too low)
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