Normally, the max amount of gestalts or plants spawned per wave is hard-coded to 3, but due to a missing break statement in the function below, each extra player that is near the lunar rift results in an additional gestalt spawning.
local function releasethrall(world, target) local self = TheWorld.components.lunarthrall_plantspawner local rift = self.currentrift and self.currentrift:IsValid() and self.currentrift or nil if rift then local spawnfromrift = false for i, player in ipairs(AllPlayers)do if rift:GetDistanceSqToInst(player) < SCREEN_DIST_SQ then --SPAWN THRALL FROM RIFT self:SpawnGestalt(target, rift) spawnfromrift = true --break IS MISSING HERE end end if not spawnfromrift then --FIND TARGET on or offscreen? self:InvadeTarget(target) end end end
This can result in an abnormal number of gestalts to spawn, which will then result in potentially overcrowding of brightshades even close to each other, especially with transplanted plants close to each other.
Example: 6 players and 3 gestalt spawns results in a total of 18 gestalts, which results in 18 brightshades. As shown in the attached images.
Steps to Reproduce
- Have more than one player near a lunar rift. Make sure it's within view distance. Spawning player entities through the console counts, just make sure they're close.
- Wait for it to spawn a wave of brightshade gestalts. You can use LongUpdate or skip cycles or so through the console.
- Observe the unnatural amount of gestalts that can spawn compared to 1 player or while there's no player near the rift.
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1
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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