chaosmonkey

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About chaosmonkey

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  1. Not sure if it makes any difference, but if it's the "marketable" part that's an issue, it would at least be nice to see items like twitch drops and patch-specific login bonuses being shared across platforms.
  2. Thanks for filing this bug! This was on my mind as feeling broken as well.
  3. The eyeturret is effectively a defensive structure and should be considered when spawning a klaus sack. The included patch addresses both the location selection and removal of "too close" structures. diff --git a/scripts/components/klaussackspawner.lua b/scripts/components/klaussackspawner.lua index 050673f..01a2fd3 100644 --- a/scripts/components/klaussackspawner.lua +++ b/scripts/components/klaussackspawner.lua @@ -37,7 +37,7 @@ local function IsValidSpawner(x, y, z) return true end -local STRUCTURES_TAGS = { "structure" } +local STRUCTURES_TAGS = { "structure", "eyeturret" } local function SpawnKlausSack() local numstructsatspawn = {} @@ -47,7 +47,7 @@ local function SpawnKlausSack() for i, v in ipairs(_spawners) do x, y, z = v.Transform:GetWorldPosition() if IsValidSpawner(x, y, z) and not IsAnyPlayerInRange(x, y, z, 35) then - local structs = TheSim:FindEntities(x, y, z, 5, STRUCTURES_TAGS) + local structs = TheSim:FindEntities(x, y, z, 5, nil, nil, STRUCTURES_TAGS) if #structs == 0 then break end @@ -74,7 +74,7 @@ local function SpawnKlausSack() if x ~= nil then x, y, z = TheWorld.Map:GetTileCenterPoint(x, y, z) local sack = SpawnPrefab("klaus_sack") - local structs = TheSim:FindEntities(x, y, z, 2, STRUCTURES_TAGS) + local structs = TheSim:FindEntities(x, y, z, 2, nil, nil, STRUCTURES_TAGS) for i, v in ipairs(structs) do if v.components.workable ~= nil then v.components.workable:Destroy(sack)
  4. Hello, in the EOTS release, Multithreaded rendering was introduced initially for all platforms, but pared down to only Windows for release. It would be lovely if this option did make it to Linux and macOS as there is now a very noticeable performance difference between the platforms.
  5. Ah yeah, good call. I think the real bug here is that it's not closed by default -- regardless of context.
  6. Every time a player wearing the enlightened crown connects to a server or changes shards in that server, the container menu opens and must be closed. This menu should be closed unless the player opens it.
  7. Hello! I'd like to make the suggestion of adding Ancient Stone Wall and Ancient Ornamental Wall skins to the Klei rewards page. Perhaps unique among login bonuses, these skins are really important in megabase building. Not having a way to obtain them in any way at this point in the game is honestly quite frustrating. Thank you for your consideration!
  8. I agree with everything you said, but I find myself going back to her whenever I'm doing a lot of building. Crafting 1,000 boards, rope, turf, etc, and she's well worth the swap. Admittedly, this isn't a big selling point for many people.
  9. A core tenet of this post is "character swapping bad". Personally, I love that there's a reason to get on a bunch of different characters and spend time on all of them. In fact, my complaint with some of the character additions and refreshes is that there is _not_ a reason to play them regularly. As an example, Wurt can change how you think about the swamp, but that mechanic only really matters if you are maining Wurt. Some people prefer to stick to single characters, and Wurt might add a lot for them. That's great! Thankfully, Klei is giving characters both with useful perks for swapping playstyle and also characters with unique game altering mechanics such as Wurt's swamp abilities or Walter's ranged weapons. I hope that there are more refreshes like Winona's and Warly's which expand the pool of characters for the swapping meta.
  10. Is there any perf tooling included in the client that I could use to debug this? I realize Linux performance isn't a huge priority, but I'm more than willing to invest the time to diagnose the issue if that's possible.
  11. Both the roll attack of phase 1 and the blender attack of phase 2 will sometimes go after a bird or saladmander. The saladmanders aren't as much of an issue since the player can do something about it before the fight, but birds spawning randomly and the boss chasing after them is incredibly frustrating. The effect is removal the player's agency to try and influence or control where the boss will go. This means that building anything anywhere near the boss can be randomly destroyed by a bird spawning at the wrong place at the wrong time during the fight.
  12. Update: The same world performs just fine on Windows.
  13. I have a day 2k world that I play on Linux, and my client is often going up to 100% CPU and dropping to a few FPS since updating to the EOTS release. I'm running an i9-9900k with a 2800 rtx, so it's not like I have a bad machine or anything.