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Pogs look feral when retuning to a scene


HalfEnder776
  • DLC VERSION - IMPORTANT!: Hamlet Fixed

There seems to be an oversight in the pog code where when exiting limbo and not the aporkalipse there feral build gets set

This should only run if its the aporkalipse not when its not

This is the code:

    inst:ListenForEvent("exitlimbo", function(inst)
        local aporkalypse = GetAporkalypse()
        if not (aporkalypse and aporkalypse:IsActive()) then
            inst.AnimState:SetBuild("pog_feral_build")
        end
    end)


Steps to Reproduce

Take a pog into the ruins

Leave it there for a bit

Come back when its specifically not the aporkalipse

The pog now has its feral build

  • Like 1



User Feedback


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.

Did you say ruins? That is, in the immediate vicinity of the nightmare fuel? Which is notorious for making creatures aggressive under its influence? Waiting for the note "works as intended", haha.

Edited by Lokena

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On 2/2/2023 at 1:47 AM, Lokena said:

Did you say ruins? That is, in the immediate vicinity of the nightmare fuel? Which is notorious for making creatures aggressive under its influence? Waiting for the note "works as intended", haha.

No no like hamlet temple ruin.

All creatures inside a "hamlet house" will go into limbo when the player exits the house, so when you reenter the house the "exitlimbo" event is pushed.

Edited by HalfEnder776
  • Like 1

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