Check it out, Merm Flort-ifications (just going to refer to them as 'mermwatchtower' from now on) set their regen value as the following:
inst.components.childspawner:SetRegenPeriod(TUNING.MERMWATCHTOWER_REGEN_TIME)
TUNING.MERMWATCHTOWER_REGEN_TIME equals total_day_time / 2, which is 240 seconds.
But then, it instantly checks, and continues to check whether its winter or not, and overwrites that regen value with this:
local function ToggleWinterTuning(inst, iswinter)
if not inst.components.childspawner then
return
end
if iswinter then
inst.components.childspawner:SetRegenPeriod(TUNING.TOTAL_DAY_TIME * 6)
else
inst.components.childspawner:SetRegenPeriod(TUNING.TOTAL_DAY_TIME * 0.5)
end
end
It now uses TUNING.TOTAL_DAY_TIME * 0.5 instead of TUNING.MERMWATCHTOWER_REGEN_TIME, which are literally the same values, except that TUNING.MERMWATCHTOWER_REGEN_TIME just gets instantly overwritten.
It makes modifications to the TUNING.MERMWATCHTOWER_REGEN_TIME value useless.
I stumbled upon this when I wanted to make some changes to the regen time, but now I have to overwrite some functions instead of just changing a tuning value.
scripts/prefabs/mermwatchtower.lua
Is it weird to put a practically invisible coding error in the bug reports section?
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7
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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