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Give NPCs, guilds, houses and fixtures their own GUID layouts - #164
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GroaxyVRC merged 4 commits intoOct 28, 2026
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| [MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
| private static ulong GetPrefixedGuid(GuidPrefix prefix, ulong id) | ||
| { | ||
| ArgumentOutOfRangeException.ThrowIfGreaterThan(id, MaxPrefixedId); |
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You'll have to double check this, but make sure we have handling for anything we're throwing. I don't think we want anything throwing ever on a deployed server.
Just mentioning this in case there's an edge case that causes this (or any other new exceptions) to throw.
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Approving pending the double check on exception handling
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exception handling stuff will need to be another PR to clean up the repo and check for others. |
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This should work close to how the original game did, FabledRealms.lua still has "hardcoded" guids they make more sense keeping it this way since the original game randomized them each server start, so everytime the server restarts they keep the same GUID no matter what. Housing, Fixtures, Scripted NPCs like wolves spawning should all use a randomized GUID based on the +1 system we already have. We can probably dumb this down a bit more so suggestions are always wanted.