Just upgraded to svn r335 on Linux and in the first system I jumped to I had about 50-60 ships spawn at the witchpoint. I reloaded the game and jumped to the same system and again, ~50 ships spawned. So I energy bombed them and skimmed some fuel and jumped out of the system then jumped back to the 'problem' system and the same thing happened, much less ships this time, although I counted them and there were 19 of them but the console says:
2006-03-16 13:16:50.000 oolite[9889] ... for a total of 9 ships
The system it happened in was Ramaza which had been altered by my OXP. It is supposed to make all ships jump out of the system right after it is created and it always worked before.
Too many ships spawned
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- aegidian
- Master and Commander
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It'd help (in this case) to see a little bit more of the console.log
In particular the "---> searching paths:" section - to check that you aren't loading the same OXPs more than once (which might happen).
Also I'd need to see the scripts concerned, then I can see if I can understand or replicate the problem.
In particular the "---> searching paths:" section - to check that you aren't loading the same OXPs more than once (which might happen).
Also I'd need to see the scripts concerned, then I can see if I can understand or replicate the problem.
I just had this happening too, after installing the new patch. On OS X. No coincidence, probably?
AFAICT, It were all Asps and 5-6 Galcops (or other systemvessels, not sure, my game practically froze, old hardware seemingly incapable to keep up, so I didn't really succeed in navigating so I could visually ascertain the latter ones...
Now, in 99% of all jumps prior using the patch there was an offender status Asp being spawned near where I entered, but very rarely it attacked, so that's maybe a pointer? (being spawned by a certain OXP or standard behaviour...)
AFAICT, It were all Asps and 5-6 Galcops (or other systemvessels, not sure, my game practically froze, old hardware seemingly incapable to keep up, so I didn't really succeed in navigating so I could visually ascertain the latter ones...
Now, in 99% of all jumps prior using the patch there was an offender status Asp being spawned near where I entered, but very rarely it attacked, so that's maybe a pointer? (being spawned by a certain OXP or standard behaviour...)
- aegidian
- Master and Commander
- Posts: 1161
- Joined: Thu May 20, 2004 10:46 pm
- Location: London UK
- Contact:
Mmm. I really need more to go on - especially as I've not seen this problem yet.
Yes, pirates do occasionally jump in soon after exiting witchspace, but a one or three is normal - fifty is damn odd.
If it happens again could you please e-mail me a full report: Pause the game and press 0 (zero) then open console.log and send me the last hundred lines or so (from the point where Oolite populates the system). And include a list of OXPs you're using, and the OS you're running Oolite on.
Yes, pirates do occasionally jump in soon after exiting witchspace, but a one or three is normal - fifty is damn odd.
If it happens again could you please e-mail me a full report: Pause the game and press 0 (zero) then open console.log and send me the last hundred lines or so (from the point where Oolite populates the system). And include a list of OXPs you're using, and the OS you're running Oolite on.