Zaarlath Posted July 5, 2015 Share Posted July 5, 2015 Hi! I couldn't find answers anywhere on the internet so I decided to ask here. I recently had trouble with moleworms, it seems they can dig through solid/syntetic grounds. (I tried checkered/wooden/carpeted flooring and stone turf) Before reporting it as a bug, I wanted to be sure, maybe it is normal. I'll just add that, even if it is normal, it doesn't feel right to me, I thought the main purpose of floorings was too keep wild things away. Well, thank you for your time ! Link to comment Share on other sites More sharing options...
Auth Posted July 5, 2015 Share Posted July 5, 2015 The main purpose of floorings is decor. They have no point. Link to comment Share on other sites More sharing options...
Sivdun Posted July 5, 2015 Share Posted July 5, 2015 The main purpose of floorings is decor. They have no point.Well, yes and no.Some of the floors prevent plants from growing in your base (lureplants for example).Anyone have lureplants in your base during spring? It's happen to me too often and they always grew in the same spot (next to the firepit) Link to comment Share on other sites More sharing options...
Zaarlath Posted July 5, 2015 Author Share Posted July 5, 2015 So the answer is that it is not a bug? Link to comment Share on other sites More sharing options...
Auth Posted July 5, 2015 Share Posted July 5, 2015 Well, yes and no.Some of the floors prevent plants from growing in your base (lureplants for example).Anyone have lureplants in your base during spring? It's happen to me too often and they always grew in the same spot (next to the firepit) Lureplants spawn next to path tiles or tiles with paths, as they are commonly used be the player. And yes, I forgot that certain turfs prevent lureplants. Link to comment Share on other sites More sharing options...
Mobbstar Posted July 5, 2015 Share Posted July 5, 2015 So the answer is that it is not a bug? It's not a bug, it's an oversight, an annoyance. Lureplants spawn next to path tiles or tiles with paths, as they are commonly used be the player. @Weirdobob. Huh, can you show me some evidence for that? I never heard of it before. Link to comment Share on other sites More sharing options...
Auth Posted July 5, 2015 Share Posted July 5, 2015 Huh, can you show me some evidence for that? I never heard of it before. Which part? Link to comment Share on other sites More sharing options...
Asparagus Posted July 6, 2015 Share Posted July 6, 2015 local function LogPlayerLocation(playerinst, playerdata) if #playerdata.trail >= MAX_TRAIL then table.remove(playerdata.trail, 1) end local pos = Vector3(playerinst.Transform:GetWorldPosition()) for i, v in ipairs(playerdata.trail) do if pos:DistSq(v[1]) < 1600 and VALID_TILES[_map:GetTileAtPoint(pos:Get())] ~= nil then --You're close to an old point. Just make that point more likely to be a spawn location. v[2] = math.min(v[2] + 0.2, MAX_WEIGHT) return end end --If you got past the for loop then this is a new point. Add it to the list! table.insert(playerdata.trail, { pos, 0.01 })endHere you go O__O From: data\scripts\components\lureplantspawner.lua Link to comment Share on other sites More sharing options...
TheTraditionalGentleman Posted July 9, 2015 Share Posted July 9, 2015 If you just want to keep moleworms from getting into your base, walls seem to keep them out. They'll head in through the enterance, but for some reason they can't seem to dig under walls Link to comment Share on other sites More sharing options...
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