- May 23, 2023
- 182
- 87
I'm seeing a lot of that in 1.01 too.I tend to find this happening after I've just met someone who's spawned in. At least in the current build there's some sort of indication that they're not available due to health reasons.
Up until TF gave me the console command (is there a list of those somewhere?) I couldn't check, but I've had several examples in 1.0 and 1.01 of meeting a fresh spawn just after working out when my energy was too low to interact then trying to text them for a job interview the next morning only to get no response then or for weeks or months afterwards. I was assuming they were spawning into locations already injured then going home and staying there and that made me wonder how many new spawns I wasn't even seeing until months later. It would explain the apparent shortage of unemployed NPCs in recent versions.Am curious if they get force-spawned into a location initially, but with a low enough health value that they get stuck in transition.
Yeah, that's an idea. But when TF implements a config file healing rate coefficient it should alleviate that and several other annoying features of the health system (e.g. 'winning' a mobster fight and being out of action for months afterwards only to have the mobsters rock up the following month apparently none the worse for wear).If so, I'm thinking that having them spawn at home first may alleviate the situation. That or just simply not having characters spawn in with extremely low health stats.
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