Ignore Conditionals for spawning ruins #13684
Draft
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Currently, ruins use the default of
EmptyState
rather than ``IgnoreConditionals like it should. This means that improvements that should spawn as ruins don't spawn if the ruins unique has most conditionals as most conditionals default to false without a stateLeaving this as a draft most for PSA sakes because unfortunately this *still* has serious problems. Namely, it means that improvements that aren't supposed to generate yet (for whatever reason) do, which may or may not break mods. This not only just because of us ignoring conditionals, either. The caching makes it impossible to have the correct behavior for both units filtered out (requiring conditionals elsewhere such on the rewards themselves) and for generation even if we found a good workaround here. This means the correct solution is