Shot a wobster with the trident and once it landed the game crashed, I'm 99% confident that its not a mod (All I have are client mods)
local function on_projectile_landed(inst) local x, y, z = inst.Transform:GetWorldPosition() if TheWorld.Map:IsPassableAtPoint(x, y, z) then local wobster = SpawnPrefab(inst.fish_def.prefab.."_land") wobster.Transform:SetPosition(x, y, z) wobster.Transform:SetRotation(inst.Transform:GetRotation()) wobster.components.inventoryitem:SetLanded(true, false) if inst.components.oceanfishable ~= nil and wobster.components.weighable ~= nil then wobster.components.weighable:CopyWeighable(inst.components.weighable) end inst:Remove() else inst:RemoveComponent("complexprojectile") inst.Physics:SetCollisionMask(SWIMMING_COLLISION_MASK) inst.AnimState:SetSortOrder(ANIM_SORT_ORDER_BELOW_GROUND.UNDERWATER) inst.AnimState:SetLayer(LAYER_WIP_BELOW_OCEAN) inst.sg:GoToState("idle", "jump_pst") inst:RestartBrain() SpawnPrefab("splash").Transform:SetPosition(x, y, z) if inst.components.oceanfishable ~= nil and wobster.components.weighable ~= nil then wobster.components.weighable:CopyWeighable(inst.components.weighable) inst.components.weighable:SetPlayerAsOwner(nil) end end end
Edit: The reason for the crash is wobster isnt defined here at the end
Steps to Reproduce
1. Get trident 2. Launch wobster in water with trident
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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