Developer Jason Posted September 16, 2016 Developer Share Posted September 16, 2016 This is a short list of bug patches mainly for putting out the fix for the RemoveHerd() function crash that is affecting a number of folks. View full update 7 Link to comment Share on other sites More sharing options...
FreyaMaluk Posted September 16, 2016 Share Posted September 16, 2016 (edited) 1 hour ago, Jason said: This is a short list of bug patches mainly for putting out the fix for the RemoveHerd() function crash that is affecting a number of folks. View full update Thanks @Jason No more freakingly weird waves !! (Edit) I love you Klei... The waves mechanic is completely fixed I'm so happy Edited September 16, 2016 by FreyaMaluk Link to comment Share on other sites More sharing options...
FreyaMaluk Posted September 16, 2016 Share Posted September 16, 2016 Question... what is the issue with "RemoveHerd()"? Is this related with the overpopulation of water beefalos? Link to comment Share on other sites More sharing options...
Developer Jason Posted September 16, 2016 Author Developer Share Posted September 16, 2016 It was a bug that showed up with the fix for a herd bug with rockies. I don't think it would cause water beefalos to overpopulate. Is that a thing? Link to comment Share on other sites More sharing options...
DarkXero Posted September 17, 2016 Share Posted September 17, 2016 (edited) 8 hours ago, FreyaMaluk said: Question... what is the issue with "RemoveHerd()"? Is this related with the overpopulation of water beefalos? As far as I remember, Water Beefalo didn't overpopulate. In fact it was the opposite, since the herd component has a default maxsize of 12, but the periodicspawner of oxherd only allows 6 ox in a 20 units range. This reminds me, I think beefalo still overpopulate, because when a babybeefalo runs SetFullyGrown, it gets removed, not killed. And a herd member gets removed because it listens to the "death" event (attached on AddMember of herd component), and not the "onremove" event. I will see if there are any stale references there. Rockys, lightning goats, and water beefalo don't have a younger prefab version of themselves, so the "possible bug" above doesn't apply to them. EDIT: Well, there are. But actually, this bug was fixed in DST. local function AddMemberListeners(self, member) self.inst:ListenForEvent("onremove", self._onmemberkilled, member) self.inst:ListenForEvent("death", self._onmemberkilled, member) end local function RemoveMemberListeners(self, member) self.inst:RemoveEventCallback("onremove", self._onmemberkilled, member) self.inst:RemoveEventCallback("death", self._onmemberkilled, member) end local Herd = Class(function(self, inst) self._onmemberkilled = function(member) self:RemoveMember(member) end end) function Herd:AddMember(inst) if not self.members[inst] then AddMemberListeners(self, inst) end end function Herd:RemoveMember(inst) if self.members[inst] then RemoveMemberListeners(self, inst) end end It would be something nice to port. Edited September 17, 2016 by DarkXero Link to comment Share on other sites More sharing options...
FreyaMaluk Posted September 17, 2016 Share Posted September 17, 2016 (edited) 12 hours ago, Jason said: It was a bug that showed up with the fix for a herd bug with rockies. I don't think it would cause water beefalos to overpopulate. Is that a thing? I didn't happen to me... but I read a thread about it on the forums... Personally... I've never experienced it... Edited September 17, 2016 by FreyaMaluk Link to comment Share on other sites More sharing options...
DarkXero Posted September 17, 2016 Share Posted September 17, 2016 5 hours ago, FreyaMaluk said: but I read a thread about it on the forums... Personally... I've never experienced it... It was this and it was solved. Guy used the "More" option in world settings. 1 Link to comment Share on other sites More sharing options...
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