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Sea strider nests don't regenerate if burnt


hoxi
  • Pending

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.
  • Like 2
  • Wavey 1



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