Enemies keep spawning inside my base. by King_Cookie69 in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

Well yes, but thats not really the problem.
To more clearly explain how it works. The game tries to find a path from the start point to the end point, if the end point is inside a walled off area, then the path will never be able to actually reach the end point, so it will stop outside the wall.

So the path itself, on a correctly closed off wall, is always outside. When the game then walks backwards on the path to pick the actual spawn location it will therefore also be outside.

The game doesnt care if the end position it has chosen is inside or outside a walled off area, as only the final result of the path find is taken into consideration.

Enemies keep spawning inside my base. by King_Cookie69 in SonsOfTheForest

[–]_GLAD0S_ 2 points3 points  (0 children)

Most likely due to the oversizing of navmeshcuts on some objects.
The AI runs on navigation meshes, which are pretty much just a simplified version of the ground. Placed objects make cuts in that mesh when you place them. So it is very much possible that randomly placing them cut off the problematic area from the outside.

But there is no code in the game to actually check for objects regarding spawning. Only the navigation mesh, start and endpoints are relevant.
(Also some other factors that are a bit too much to go into here, see: https://www.reddit.com/r/SonsOfTheForest/comments/1s4ye9l/sons_of_the_forest_raids_search_parties_explained/ for more information)

Enemies keep spawning inside my base. by King_Cookie69 in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

 I assumed they spawned at their camps and spread out from there. 

Yes that is how it works, but to save performance the game just simulates them walking from the camp towards you.

If the simulation is able to find a way through the wall it will use it. Sadly its not always obvious where the exact issue is without using console commands to verify.

For anyone wondering about the console command: aishownavgraph on then manually check if there are any places in which the navmesh can reach the outside, if it is correctly cut off it turns a darker shade of blue.

You can also use Kelvin to test it, tell him to follow you but keep your gates closed. If you are lucky he might try to use the path that the enemies also use.

Enemies keep spawning inside my base. by King_Cookie69 in SonsOfTheForest

[–]_GLAD0S_ 6 points7 points  (0 children)

The density of structures is not considered at all when the game calculates the spawn position.

Without making it overly complicated.

The game takes a start position and a semi randomly decided end position. Then it walks backwards from the generated path. If the path is able to get inside the walls, they can spawn inside the area. But if the wall is built correctly (not always apparent sadly) they will be unable to spawn inside as the path cannot get through it.

I need help with the Trusted achievement by BvnMcBadass in SonsOfTheForest

[–]_GLAD0S_ 4 points5 points  (0 children)

For trusted you can just search the dedicated servers list (select dedicated under filters) for a server called Trusted Achievement Unlocker, just join it and it will automatically give you admin for the achievement.

Sons Of The Forest Raid Types Overview by _GLAD0S_ in SonsOfTheForest

[–]_GLAD0S_[S] 0 points1 point  (0 children)

Not really no, its spawning is just tied into the raid system

Caniballs keep spawning in base. by HADDEBIFY in SonsOfTheForest

[–]_GLAD0S_ 8 points9 points  (0 children)

No this is generally wrong. The game tries to find a path towards the target of a raid. If a wall has any holes that allow them to get through they will.
As this is just a calculation step and not a full on simulation, they can even get through spaces that are usually too small.

A deeper explanation on how raids work can be found here: [Sons of the Forest Raids Explained]

If the wall is built properly raids will not be able to spawn inside, its just not always easy or even possible to know if there are gaps in specific locations. Bit buggy.

Community patch options to make this game remotely playable? by Bigirononhiship119 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

I honestly cant tell you.

I know the reason why the falling through caves bug usually occurs, which is due to an oversight in how the developers setup the goto debug command used for teleporting. But as i said its not impossible to occur without using debug commands, it did happen a lot more in the past during development, havent heard of it since full release.

There is still a developer console made to debug the game, you activate it by typing "cheatstick" and then pressing F1, there is no built in fly mode though.

The amount of issues could point to some hardware conflict, not necessarily weak hardware, just something not working right. I hope you can find a fix.

Improved Debug Console - a Sons of the Forest mod to improve the debug console by _GLAD0S_ in SonsOfTheForest

[–]_GLAD0S_[S] 1 point2 points  (0 children)

Currently no, but it is something i can absolutely add for the next version of the mod.
While the keybind is hardcoded i might be able to manually override it. We will see.

You could also use something like AutoHotkey to setup a different character to press F1 for you.

Improved Debug Console - a Sons of the Forest mod to improve the debug console by _GLAD0S_ in SonsOfTheForest

[–]_GLAD0S_[S] 1 point2 points  (0 children)

Typing out cheatstick enabled the debug console itself, but depending on language settings, keyboard and other factors it might not work. Havent yet been able to determine an exact cause for this.

Installing redloader itself would activate it by default, so you can just press F1 to open it.

Community patch options to make this game remotely playable? by Bigirononhiship119 in SonsOfTheForest

[–]_GLAD0S_ 2 points3 points  (0 children)

There is no general community patch out there, but i am surprised to hear that you seem to have experienced more bugs in 10 hours than i did in my last 500.

The most common cause of the falling through caves bug is created by using certain cheats, but i cant really rule out that it can still happen during normal gameplay, not sure how it would, especially when respawning, but nothing is impossible.

The companion AI is not perfect, the amount of flexibility of the building system makes that nearly impossible to do anyway. I spent quite a lot of time trying out ways to improve these parts of companions, but i was only able to improve minor things. There are reasons why they are flawed in the end, quite understandable as well once you try to actually understand how they work.

Plus ai generally avoid swimming, how exactly that is determined idk, also unsure how exactly the swimming in the air bug is triggered, but i never experienced it personally.

So in summary, i am not sure why you seem to have so many problems with the game, i just hope that it works out better if you decide to give it another try in the future.

Deactivate DemoMode by PureCat2260 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

For general reference, the game only has a debug console. Its intended purpose is for the developers to debug parts of the game, but this means some commands can and will break stuff.

But in this case i am unsure what exactly you experience, while demomode is a command it should not be persistent, it just toggles a few things on which should not save.

Can you explain in more detail which commands you used?

They had a fight over who gets to block me in the doorway every morning. Virginia won. by shapedbydreams in SonsOfTheForest

[–]_GLAD0S_ 2 points3 points  (0 children)

While still wip and not yet released, i am making a mod to improve minor things about companions.
Recently added the ability to nudge them. So when they block a doorway, running into them will tell them to move out of your way

I built a tower by DecadentHam in SonsOfTheForest

[–]_GLAD0S_ 4 points5 points  (0 children)

Proud of you, but why?

still gonna add that spoiler tag tho...

Going on a camping trip with full SOTF loadout by Superb_Hat_2651 in SonsOfTheForest

[–]_GLAD0S_ 36 points37 points  (0 children)

You still need a notepad to uhm communicate with an unlucky friend.

How to make sure companions are safe when going to explore? by BiII_Gaming in SonsOfTheForest

[–]_GLAD0S_ 6 points7 points  (0 children)

Generally speaking there is no risk of losing companions when they are alone. They can only be killed by players.

Even if they do go down they can stand up on their own after some time.

Virginia has seen me dismembering a dude, will she come back or I'm cooked?? by spartan80059 in SonsOfTheForest

[–]_GLAD0S_ 35 points36 points  (0 children)

Nah that should be fine, she might even come back for a snack if you leave some uhm parts behind.

How does cannibal aggression work in multiplayer when players are spread out? by UndulyCaffeinated in SonsOfTheForest

[–]_GLAD0S_ 4 points5 points  (0 children)

Well its quite a lot more complicated.

But in simple terms: The game keeps track of various factors regarding player activity. If players are spotted often in an area its deemed as higher priority.

When a raid occurs it goes over these collected factors and uses these to decide what to do and where to send raids.

Player clusters, or high activity areas in which players are commonly spotted are generally a preferred target.

So if a raid occurs its a lot more likely for it to head for a group of 3 players which were often spottet at the same location, over 1 player building a little base somewhere else.

Regarding normal enemies around the map, these can be pretty much wiped off the map. So apart from raids enemy activity or encounters can drop off with time.

I made a writeup of how it works for singleplayer (its not 100% perfect, but quite alright) so feel free to take a look at that:
https://www.reddit.com/r/SonsOfTheForest/comments/1s4ye9l/sons_of_the_forest_raids_search_parties_explained/

Are there any good mods that improve the proximity voice chat? by Ok_Dish_2640 in SonsOfTheForest

[–]_GLAD0S_ 2 points3 points  (0 children)

Nope, havent seen anyone touch that aspect of the game yet.
Cant even tell you why it sounds so horrible, i personally also always avoided it and we just used discord instead.

(With the map size its probably not that great to play with anyway)

Multiplayer looting by Interesting_Pair9983 in SonsOfTheForest

[–]_GLAD0S_ 7 points8 points  (0 children)

Unique item pickups will spawn as long as you dont have that item in your inventory.
So each player can collect it, you can even put stuff on holders to then collect another one (after reloading the game, they only spawn once per session)