• Content Count

  • Joined

  • Last visited

Community Reputation

36 Excellent

About Skrzelik

  • Rank
    Junior Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I've been looking into this problem about a month ago and I'm pretty sure it's unintentional. I looked into the game code and found a way to fix it and posted it in the bug tracker but got no response Here's my post if you want to look into it more closly
  2. Hey, I've been browsing a game code, trying to make a mod and I believe I found a bug that causes the moles to glitch out. I tried to revert moles to how they were in RoG, which is: make them come out of dug molehill instead of simply dissapearing. I checked the molehill.lua and sure enough in a local function dig_up(inst), it checks if the molehill has children and tries to realease them, but for some reason it fails to do so. Eventually I figured that because we are calling inst.components.spawner:SetQueueSpawning in local function stopspawning(inst) we are setting tags on self.queue_spawn and self.retryperiod. This however causes the function Spawner:ReleaseChild() to call itself again after self.retryperiod before releasing the mole, however at that point the molehill has already been dug up and thus it can't realease the mole. I'm calling this a bug since the local function dig_up(inst) tries to Release the mole but fails as an indirect consequence of setting those tags. Easy fix I found to this is to change line 35 in molehill.lua ( in a local function stopspawning(inst) ) to inst.components.spawner:CancelSpawning(), which causes the tags to never be set and moles to release properly (and is also how it orignally was in RoG). Since the molehole only contains 1 child there shouldnt be a problem with having no queue, but that is up to you to decide. However if this is not a bug and it's how it was intended to be, then sorry for bothering you
  3. oh loooool I downloaded this mod to destroy skeletons from my world and from first skeleton I mine I got Krampus Sack (which have VERY small chance)
  4. cool but this doesnt work theres an error I have when I try to enter the game
  5. By consequences he mean you will lose items they have stole you
  6. really usefull mod. Finaly night like have a use
  7. nice but could you change the F5 button ? It's a steam screenshot button. (I think ctrl + s could be a save and ctrl + L could be a load )
  8. cool but could you change the f5 button ? cuse its a in steam screenshot button
  9. cool really usefull. Now I dont have to wait for her like 5 minutes when traveling long distances
  10. its so usefull !!! :3 Now I can harvest all my boxes ( theres 15 of them prertty much ) and can have abigail with me and she will not attack those bees
  11. cool mod <3 I'd like if bird give 3,4 seeds but its ok
  12. why he would change craft ? For me everything works good and is balanced. But some new extra weapons could be nice
  13. it's buggy beacuse you can't see half of the bag inventory (game just don't show it it's cut)
  14. can you update amulet version ? Green and yellow amulet still dont works !!