I've started to run into issues related to NPC quests particularly the combat and rescue ones and wondering if anyone has solutions. What I have found is that these quests are dependent upon points of interest (abandoned cabin, cliffside pond, dungeon, etc) on the planet. In other words you will never ever ever get quests to rescue new villagers/kill enemies unless that planet has certain points of interest spawned. Without those it will be an endless stream of grow this, find me this ore, pass this note for me in class, etc. Not exciting. What's worse, it seems if these points of interest which mark rescue/fighting quests get altered even slightly the game no longer considers them valid spawning areas. A friend could beam onto the planet you've built a massive colony on and innocuously take some blocks from one of these, or a group of NPCs spawn for a quest and do tile damage breaking a few blocks, or even a weather hazard all resulting in the same POI alteration to toast that spawn zone. So does anyone know how you stop this from happening? What exactly tags these as valid spawn zones and can it be done by the player? A hidden spawned utility object placed in them or perhaps another way to fix them once they're damaged so quests recognize them again. I don't want to admin spawn stuff into my game but if there's no other way.