I went ahead and through some temporary code in to get mine working. just call the inti function again in spawning.lua if the spawn_chances is nil. . wouldn't recommend as a permenant fix as it's kinda messy and would be better to find out why its showing up nil in the first place. but if anyone needs it to get their game going. Just call the init if it finds it nil in spawning.lua
--- Returns spawning chance for given size
spawning.get_spawn_chance = function(size)
if debug_log then log(string.format("[get_spawn_chance]: size[]='%s' - CALLED!", type(size))) end
if type(size) ~= "string" then
error(string.format("size[]='%s' is not expected type 'string'", type(size)))
elseif spawning.spawn_chances[size] == nil then
spawning.init()
if spawning.spawn_chances[size] == nil then
error(string.format("size='%s' is not found in spawn_chances table", size))
end
end
if debug_log then log(string.format("[get_spawn_chance]: spawning.spawn_chances[%s]=%.2f - EXIT!", size, spawning.spawn_chances[size])) end
return spawning.spawn_chances[size]
end