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These will ONLY include what I am relatively convinced is an unintended behavior in your extensive code.
1) Replicator Melon menu in the Utilities tab seems to have all of its settings changed back to default upon a new map load. This should be adjusted so that all changes save, as the amount of malleable new options results in huge benefit to people that meticulously fine-tune their replicator melon-pocalypse, and is frustrating to have to re-adjust each time. This may be simply because the options were changed via the menu and not with console commands, as perhaps changing them with console commands updates that to the new default as it seems to do with certain other addons that add console commands.
2) The bite mechanic of a melon could use a tiny bit of adjusting, or perhaps just an additional setting to let the player decide, because at the moment a replicator melon can actually bite through a solid wall if the wall is thin enough (I'm guessing about 6 to 8 hammer grid units). This could result in unfair deaths on certain maps with interiors.
3) Replicator Melons can occasionally spawn outside of the map, as shown in this screenshot of particle effects caused by melon impact rubbing from out of bounds where the melon model refuses to render:
https://steamcommunity.com/sharedfiles/filedetails/?id=1816682345
I haven't quite confirmed it but I suspect this to be the cause of the "crazy angular velocity" complaint that the console prints, as when you no-collide a prop with any solid world collision and let it drop infinitely, the console eventually complains of a "crazy origin" and auto-deletes that prop. This console-printed error is the same format as that. Combine this hunch with the fact I was almost never able to get the console error to print when I was the only target for the replicator melons (while in noclip) resulting in no melons ever being near a brush to accidentally spawn a new melon on the wrong out-of-bounds side of it, and I am semi-certain this is the culprit. However, it is rather a non-issue as the console claims to delete these melons once they get speedy enough while out of bounds anyway, but combine it with glitch #2 in this report, and it could pose some unfortunate in-game circumstances for people that are really stress-testing the addon with kitten kaboodles of melons and targets all at once, since a melon could spawn out of bounds and bite them through a brush from the world void on the other side.
4) Checking off the "paint leader melon purple" option will paint the leader melons purple as intended, however unchecking it does not unpaint them like one would expect. They stay permanently painted until they are destroyed. Unchecking the option should reset the color of all leader melons in case a player changes their mind and wants the leader melon hidden from them in-game after having it revealed.
5) Edit: Discovered I misunderstood that having both bite and assimilate enabled was the cause of the inconsistency. The true glitch here is that melons which have been no-collided with each other seem to also have been no-collided with players, resulting in some being capable of instant-touch-assimilation and others only being capable of biting.
6) Replicator melons sometimes target props they aren't actually capable of consuming, such as a prop_dynamic as seen in this screenshot:
https://steamcommunity.com/sharedfiles/filedetails/?id=1816695459
7) Replicator melons will not abandon pursuit of a target if their target conditions change mid-pursuit, and will instead continue to pursue even if their settings for the specific target-type are set to -1 before the target is successfully assimilated/destroyed:
https://steamcommunity.com/sharedfiles/filedetails/?id=1816694170
8) Forget behavior seems to be utterly non-functional. A melon refuses to recognize it is stuck and change targets OR default to wander behavior, even when a target with a higher priority is available to switch to within range:
https://steamcommunity.com/sharedfiles/filedetails/?id=1816698756
NPC priority was default at 5, prop priority was default at 0.
Replicator Melons should give up pursuit of a stuck-target even if it results in having no targets to choose from and they have nothing left to do but go into wander mode, even if this means separating from a group entirely and losing the buffs from it.
I'll make another comment if I find more. Excellent work so far, this is already loads of fun and I'm just messing with it in singleplayer, not even trying yet to establish a real setting or build an objective that the melons threaten me over, but all this new functionality opens up a ton of options.
[Replicator Melons Rereplicated] lua/entities/neo_replicator_melon/shared.lua:675: Tried to use a NULL entity!
1. GetPos - [C]:-1
2. unknown - lua/entities/neo_replicator_melon/shared.lua:675
1. EmitSound - [C]:-1
2. PlayPopSound - lua/entities/neo_replicator_melon/shared.lua:337
3. unknown - lua/entities/neo_replicator_melon/shared.lua:523
4. Spawn - [C]:-1
5. SpawnFunction - lua/entities/neo_replicator_melon/shared.lua:292
6. Spawn_SENT - gamemodes/sandbox/gamemode/commands.lua:758
7. unknown - gamemodes/sandbox/gamemode/commands.lua:823
8. unknown - lua/includes/modules/concommand.lua:54
[Replicator Melons Rereplicated] lua/entities/neo_replicator_melon/shared.lua:337: bad argument #2 to 'EmitSound' (number expected, got userdata)
1. EmitSound - [C]:-1
2. PlayPopSound - lua/entities/neo_replicator_melon/shared.lua:337
3. unknown - lua/entities/neo_replicator_melon/shared.lua:523
[Replicator Melons Rereplicated] lua/entities/neo_replicator_melon/shared.lua:664: Tried to use a NULL physics object!
1. EnableGravity - [C]:-1
2. unknown - lua/entities/neo_replicator_melon/shared.lua:664 (x2)
[Replicator Melons Rereplicated] lua/entities/neo_replicator_melon/shared.lua:337: bad argument #2 to 'EmitSound' (number expected, got userdata)
1. EmitSound - [C]:-1
2. PlayPopSound - lua/entities/neo_replicator_melon/shared.lua:337
3. unknown - lua/entities/neo_replicator_melon/shared.lua:571
[Replicator Melons Rereplicated] lua/entities/neo_replicator_melon/shared.lua:337: bad argument #2 to 'EmitSound' (number expected, got userdata)
1. EmitSound - [C]:-1
2. PlayPopSound - lua/entities/neo_replicator_melon/shared.lua:337
3. unknown - lua/entities/neo_replicator_melon/shared.lua:571
Replicator Melons Rereplicated] lua/entities/neo_replicator_melon/shared.lua:337: bad argument #2 to 'EmitSound' (number expected, got userdata)
1. EmitSound - [C]:-1
2. PlayPopSound - lua/entities/neo_replicator_melon/shared.lua:337
3. unknown - lua/entities/neo_replicator_melon/shared.lua:523
4. Spawn - [C]:-1
5. SpawnFunction - lua/entities/neo_replicator_melon/shared.lua:292
6. Spawn_SENT - gamemodes/sandbox/gamemode/commands.lua:758
7. unknown - gamemodes/sandbox/gamemode/commands.lua:823
8. unknown - lua/includes/modules/concommand.lua:54
[Replicator Melons Rereplicated] lua/entities/neo_replicator_melon/shared.lua:337: bad argument #2 to 'EmitSound' (number expected, got userdata)
1. EmitSound - [C]:-1
2. PlayPopSound - lua/entities/neo_replicator_melon/shared.lua:337
3. unknown - lua/entities/neo_replicator_melon/shared.lua:523
[Replicator Melons Rereplicated] lua/entities/neo_replicator_melon/shared.lua:664: Tried to use a NULL physics object!
1. EnableGravity - [C]:-1
2. unknown - lua/entities/neo_replicator_melon/shared.lua:664
I've been achieving similar errors, I'm thinking the mod broke with an update at some point