Random Doors 1.2 Released!
Once I had gotten into the RD code and started testing it again, I found other stuff to do.
Hopefully this will be the last update to Random Doors for a while. It feels fairly complete to me now, so anything further will probably be limited to bug fixes.
If you are a Patreon supporter, you can get it right now from the member-only post just before this one. Otherwise, you can also find it pinned in the #random-doors channel of the GreslinGames Discord (available to Citizen role users only - see the #read-this-first channel when you visit).
Changes:
The randomization system has (hopefully) been improved, relying increasingly more on the queue as it gets closer to capacity. When deleting for space, targets are now removed randomly rather than based on how long they've been in the queue.
Queue size has been doubled to 400. Minimum threshold is still 20.
Target locations are ignored if they are within 8000u of the player's current location. They are still placed in the queue for later.
Elevator detection should be slightly improved.
Screen notifications now appear when the location return ring resets, and when 15 seconds remain before that happens. These can be turned off in MCM. But now you know roughly when you're locked in to the current location.
There is now a patchable formlist for locations that Random Doors should ignore. Currently this includes only Vault 111 interiors, as once you've left you cannot come back without the elevator. But you can add any other location you want (or remove V111 if you really want). Targets in these locations will not be added to the queue and will not be considered as legal destinations.
Have fun,
G.
