The list goes as follows:
- Perishables: the perishable component checks for acid rain and rain immunity when the perishable has no owner, but doesn't check if acid rain can happen in the area.
- Bunnymen (brain) and bunnymen homes, moleworms (brain) and moleworm homes/holes, splumonkeys (brain) and their pods: none of these check for rain immunity, which I'd understand if it's intentional. However, mainly for the case of the moleworms and bunnymen, if you were to bring them to areas where acid rain can't happen, they'd still retreat to their homes. Even more of an issue if you were to build a bunnyman home in said areas.
Even if this gets addressed, doing something similar with rain immunity to what catcoons received would be nice to let the player use the umbralla to let these entities out of their homes and interact with them.
- Rock lobsters: they check for immunity but not for acid rain not actually being in certain areas, and players can bring them anywhere in the caves.
- Ponds: rain immunity is checked, but not for acid rain not happening in the area. This might normally be irrelevant, but I don't know if the world gen is capable of putting them inside of say, the lunar grotto, with some weird gen. This would only need to be checked once though thankfully.
- Other acid infusible entities: rain immunity is checked, but not the area. this for the most part would need to be checked once and never again for entities that never move or can be moved, but otherwise isn't checked and can cause relevant moving entities to still be infused in areas they're not supposed to.
Steps to Reproduce
- Have acid-rain affected entities be inside an area where there's no acid rain.
- Notice how they'll still be affected by it.
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