Tested in a world without mods (after it happened on a legitimate world to a friend of mine.)
If the world is saved & reloaded within a 10 second window after the final wave of Brightshades a Rift is supposed to release, the rift will remain and no more Brightshades will spawn at all. The rift will continue to spawn Pure Brilliance, but without waves of Brightshades being unreleased the rift will never disappear so the Brightshades will never spawn again.
This is because the "finish_rift" event on the Rift is not saved, and the lunarthrall_plantspawner only continues to spawn Brightshades as long as the "_spawntask" task is still active. The finish_rift event is scheduled to be pushed 10 seconds after the _spawntask is stopped, so that's where the 10-second window comes from.
1. Allow a rift to reach maximum size to start spawning Brightshades
2. use the command
TheWorld.components.lunarthrall_plantspawner.waves_to_release = 1
to make the next wave of Brightshades the last (or just wait a long time)
3. Wait for the Brightshades to release, and right after the gestalts pop out, save and close the world.
4. Open it up, and you'll see that the rift is still there. Both TheWorld.components.lunarthrall_plantspawner._spawntask and TheWorld.components.lunarthrall_plantspawner._nextspawn are nil, so the Brightshades can no longer spawn.
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A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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