This means they can be made to go fully extinct, which also potentially means no Switcherdoodle of them for Webber.
The OnBurntKilled function:
local function OnBurntKilled(inst) -- We can only be attacked once. inst:AddTag("noattack") inst.AnimState:PlayAnimation("burnt_pst") inst.components.lootdropper:SpawnLootPrefab("ash") inst.components.lootdropper:SpawnLootPrefab("charcoal") inst:ListenForEvent("animover", inst.Remove) end
Seems to be missing this bit from the OnKilled function:
local nearby_trees = TheSim:FindEntities(c_pos.x, 0, c_pos.z, TUNING.SHADE_CANOPY_RANGE, COCOON_HOME_TAGS) if #nearby_trees > 0 then nearby_trees[1]:PushEvent("cocoon_destroyed", c_pos) end
Shouldn't this also account for burning the nest but never attacking it afterwards though? Maybe make use of a timer, or even a long "decay" timer, similar to burnt trees and tree stumps and so. Which would fire the event to queue a respawn, and remove the burnt prefab if offscreen, or otherwise kill it.
Steps to Reproduce
- Burn a sea strider nest.
- Notice how it won't regenerate ever again.
- Burn all of them in a tree and notice how none of them will regenerate.
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