Gotchu Posted October 21, 2014 Share Posted October 21, 2014 Bug Submission: Category: Gameplay Issue Title: Rabbits Don't Turn Into Beardlings Issue Description: Planned to convert rabbits into beardlings and acquire nightmare fuel by lowering my sanity. Sanity dropped all the way to 40, yet no beardlings in sight. Even had a chest full of them, yet nothing. Ended up dying to the crawling terror and his buddies. Not sure if this has not been added yet. If it is, it ain't working. Steps to Reproduce: Reduce sanity to appropriate value to see beardlings. Rabbits do not change into beardlings. Link to comment Share on other sites More sharing options...
NikMik Posted October 21, 2014 Share Posted October 21, 2014 Bug Submission:Category: GameplayIssue Title: Rabbits Don't Turn Into BeardlingsIssue Description: Planned to convert rabbits into beardlings and acquire nightmare fuel by lowering my sanity.Sanity dropped all the way to 40, yet no beardlings in sight. Even had a chest full of them, yet nothing.Ended up dying to the crawling terror and his buddies.Not sure if this has not been added yet.If it is, it ain't working.Steps to Reproduce: Reduce sanity to appropriate value to see beardlings. Rabbits do not change into beardlings.They change depending on percentage. So if you're playing as a character with lower sanity than Wilson (Or higher) it will be a different sanity number-thingy before they change.If you're playing as Wilson or a character with the same amount as sanity as Wilson, then this would be a bug. Link to comment Share on other sites More sharing options...
MrNaxeros Posted October 21, 2014 Share Posted October 21, 2014 There is a similar bug that when you are insane the rabbits still have insanity aura even when they were normal rabbits hereHowever rabbits change while using nightmare amulet. Link to comment Share on other sites More sharing options...
Gotchu Posted October 21, 2014 Author Share Posted October 21, 2014 They change depending on percentage. So if you're playing as a character with lower sanity than Wilson (Or higher) it will be a different sanity number-thingy before they change.If you're playing as Wilson or a character with the same amount as sanity as Wilson, then this would be a bug.Yes, I'm playing as Wilson currently. My partner is playing as Willow, though. Wonder if this affects the percentage as well? Link to comment Share on other sites More sharing options...
AdrianG Posted October 22, 2014 Share Posted October 22, 2014 I have had the same problem. I dropped my sanity to 0 as WX-78, stood by a chest full of rabbits and watched them remain rabbits. After eluding horrors for a couple minutes, all rabbits remained rabbits. No beardlings appeared. Link to comment Share on other sites More sharing options...
rezecib Posted October 23, 2014 Share Posted October 23, 2014 Currently bunnies never become beardlings in the inventory. Outside, you have to be fully insane for it to be a beardling, according to rabbit.lua:local function LootSetupFunction(self) local sane = true -- were we killed by an insane player? if self.inst.causeofdeath and self.inst.causeofdeath:HasTag("player") then if self.inst.causeofdeath.components.sanity ~= nil and self.inst.causeofdeath.components.sanity:IsCrazy() then sane = false end end if not sane then -- beardling loot self:SetLoot{} self:AddRandomLoot("beardhair", .5) self:AddRandomLoot("monstermeat", 1) self:AddRandomLoot("nightmarefuel", 1) self.numrandomloot = 1 else -- regular loot self:SetLoot({"smallmeat"}) endendThe drops as decided here, at least, could be fixed by comparing the player's sanity percent with TUNING.BEARDLING_SANITY instead of using IsCrazy (as it does in the now-orphaned PlayerSanityListener), like so: local function LootSetupFunction(self) local sane = true -- were we killed by an insane player? if self.inst.causeofdeath and self.inst.causeofdeath:HasTag("player") then if self.inst.causeofdeath.components.sanity ~= nil and self.inst.causeofdeath.components.sanity:GetPercent() < TUNING.BEARDLING_SANITY then sane = false end endI haven't been able to figure out exactly where it determines how to display them (as rabbit or beardling), but wherever that is I imagine a similar change could be made. It looks like it might be this in player_classified:local function UpdateAnimOverrideSanity(parent) parent.AnimState:SetClientSideBuildOverrideFlag("insane", parent.replica.sanity:IsCrazy())endWhich I believe could be changed to:local function UpdateAnimOverrideSanity(parent) parent.AnimState:SetClientSideBuildOverrideFlag("insane", parent.replica.sanity:GetPercent() < TUNING.BEARDLING_SANITY)endEdit: fixed line numbers, fixed code a bit I would think that bunnies/beardlings in the inventory could also be solved. Seeing as a given container can only be opened by one person at a time, it should be able to get the owner and update the bunnies based on their sanity, right? Link to comment Share on other sites More sharing options...
d3adc0d3 Posted October 25, 2014 Share Posted October 25, 2014 This happened to me. My sanity was low enough to get attacked by the shadow monsters.Rabbits were not beardlings.I was playing Wilson, and hosting my own server. There were 3 others on my server. Possibly linked to how it reads sanity for everyone? Perhaps it's intentional, since there will be several people playing, one could be Wilson. Beardlings would end up overkill. He can share some beard hair. Telltale heart also reduces the need. Link to comment Share on other sites More sharing options...
DrBob Posted October 27, 2014 Share Posted October 27, 2014 I tried this today playing as Wilson; at 0 sanity, wild rabbits were still their normal selves, as well as captured rabbits. Link to comment Share on other sites More sharing options...
DrBob Posted October 27, 2014 Share Posted October 27, 2014 I meant to say that this may be a Wilson only problem, because beardlings spawned when I was insane as Willow. Link to comment Share on other sites More sharing options...
Developer bizziboi Posted October 27, 2014 Developer Share Posted October 27, 2014 Thanks for the report. This issue got accidentally unfixed at one point. As far as I can tell it's not character-specific, but more a client or server issue. I have a fix for this locally that should hopefully make it out soon, although not for the upcoming hotfix. Kaj Link to comment Share on other sites More sharing options...
Developer bizziboi Posted October 27, 2014 Developer Share Posted October 27, 2014 @rezecib, Alas, for now it's still tied to IsCrazy(), but you're right about the beardling sanity. I'll have to hook it up slightly different though to get that working correctly across the board. Link to comment Share on other sites More sharing options...
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