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Heavy Invisible Eggs C3DS Arnout | 4/5/2017 | 4 |
type | Misc | author | Arnout | updated | 4/10/2017 | version | 1.1 | This agent constantly makes all eggs imperceptible to Creatures. Removing the agent stops the process and makes all existing eggs perceptible again.
I figured out that making an agent would be the best way to release this. Updating all existing breeding scripts and egg layers in the C3 and DS game files would take too much time, let alone that everybody here probably uses different files in their games for these scripts.
1.1 update: To reduce resource costs (for the sake of the old game engine) the agent now only triggers when an egg is laid by a Creature. This does mean however that eggs that are laid by an incubator are now unaffected by the agent. |
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I really don't know, sorry. Sometimes, eggs become pickable again, and norns move them to elevators.
I don't know how to disable autokill to test if it gives any kind of error.
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Working nicely!
Another sugggested edit would be to have the script run as soon as the egg is laid, instead of every 20 ticks.
An example:
https://pastebin.com/raw/42eyvSHR
This should be less resource intensive than the script you currently use.
This doesn't work with the eggs from muco though.
If people are having issues, maybe it's smart to have an 'inst' somewhere in the code? Maybe this solves the issues.
Great agent! Thank you for releasing it! Cheers!
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Hey,
could you give me some more details about what happens when this agent crashes? Does it happen when an egg hatches, perhaps? This morning I did an autokill test of 2 hours (in fast ticks) and I didn't come across anything conspicuous. After the test, the agent was still present in my world, anyway.
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Hey, your cob seems to crash pretty often. How about making a small icon somewhere in the screen to give us a clue if it's still there or not, when we have autokill activated?
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Does this work for already existing worlds?
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