This happens due to the function being called on spawn like this:
fns.OnFullMoonEnlightenment(inst)
And if we check the function:
fns.OnFullMoonEnlightenment = function(inst, isfullmoon) local is_post_rift_lunacy = isfullmoon and TheWorld.components.riftspawner ~= nil and TheWorld.components.riftspawner:GetLunarRiftsEnabled() inst.components.sanity:EnableLunacy(is_post_rift_lunacy, "rifts_opened") end
isfullmoon is always nil on player spawn.
Meanwhile:
fns.OnAlterNight = function(inst) local enable_lunacy = TheWorld.state.isnight and TheWorld.state.isalterawake inst.components.sanity:EnableLunacy(enable_lunacy, "alter_night") end
OnAlterNight is called in the same way on spawn, but it accounts for it (as there's 2 listeners that can call it anyway so it has to account for that too).
So doing the same and checking for the world state inside the function would be enough.
Steps to Reproduce
- Spawn during a full moon while a lunar rift is active (don't have Moonstorms active).
- Notice how you won't be enlightened.
-
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.
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now