It seems mutation encumbrance by encumbrance_always is totally broke (no effect in character screen). This is with experimental 7300 vanilla, no mods.
Right now the biggest problem with the game however are the abysmal overmap settings, whoever doesn’t see any problem with the below picture probably shouldn’t be in charge of overmap_specials.json. It should go without saying it’s really bad every player has to individually tweak said file to have a playable game to be honest, or resort to using mods like PK rebalance.
I’ve never been in a secret military lab conducting genetic research protected by automated turrets, nor an actual mansion. Yet both are more common than gas stations in a city (easier to find too).
Current default settings spawn a stupendous amount of 0-60 labs and 0-24 mansions per overmap. A size 4 small-medium city in dda spawns like ~30 buildings. When you spawn 60 labs on the overmap, that’s equivalent to having a secret underground lab for every building in 2x cities (which would be hundreds upon hundreds of labs in real life).
Realism aside, it’s just horrible gameplay due to excess repetition. Who wants to explore 10 labs followed by 7 mansions in a row? Both specials contain mid/endgame gear and the player literally can’t go in any direction without burnout-level inducing spam of labs and mansions. This in turn forces the player to nuke his drop rate to 0.05 or alter overmap_specials.json to maintain any kind challenge or fun.
Good settings would be 0-4 labs outside cities without road connection (they’re secret labs after all), 0-2 labs within 0-1 distance of a size 7-9+ city, and every mansion reduced to 0-1 chance and further segregated by city size to prevent one city spawning 5x mansions.
The mainline branch desperately needs to take some influence from mods like overmap rebalancing and pk rebalance.
It’s possible the person complaining was using too large city spacing (anything above 5 has possibility of creating overmaps that are empty wastelands devoid of all specials). Personally I always use size 6-9 with spacing of 5.
Another thing is people don’t understand probability. With 0-60 labs you could easily create 6 overmaps without labs no problem. Extremes can and will happen.
Well, since we’re on the topic of overmap balance, I think the ratio of houses to commercial buildings might be off. I’m seeing a lot of this;
As you see, this is a medium size town but only has 6 urban houses, 3 high density housing and a couple sub-rural. In any real life town or city you’re always going to have more houses and apartments than everything else.
There’s also an issue where sometimes even large cities won’t have something like a bank, which even most towns should have.
edit: here is a town with no bank or gas station, and it’s completely surrounded by labs;
I saw some discussion about the random item generation being inconsisten between worlds. One world would generate lots of certain items and very few of other items while another world would generate lots of some other item and not many others.
If there is something wrong on how the random things are randomized the item problem could be same as the map problem. So one world is filled with labs while another one has barely any labs.
You’re probably using unfixed urban development (@git really?) combined with other mods with unmandatory mandatory spawns, possibly combined with too high city spacing. That’s the only way I can stop lab spam.