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Note that if you have a trap with an animal in it and the mod updates before you check the trap you will end up with a trap that throws an error when you remove the animal... and allows you to continue pulling out animals endlessly. Only fix seems to be a sledgehammer as you can't remove a trap with an animals in it.
Or enjoy your magical box of endless rabbits.
java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.removeCorpse(zombie.iso.objects.IsoDeadBody, boolean)" because the return value of "zombie.iso.objects.IsoDeadBody.getSquare()" is null at IsoHutch.killAnimal(IsoHutch.java:588).
It's not something I'll add to the mod itself though; I expect the trapping code to all get redone soon because it makes very little sense with the new animal system.
This is all vanilla behaviour that isn't changed by this mod, you're just able to stand close enough to notice it.
If the trap suddenly closed either you caught something or the trap triggered but the animal was not caught. Either way, go over and right click on the trap and see what you've got. The B42 interface is weird (you remove a live animal and are holding it, instead of getting a dead animal) but the trap activation works the same way.
You're the best
If you look in "C:\Games\Steam\steamapps\workshop\content\108600\2974760428\mods\Nep Nearby Traps" can can't see folder names "Common" and "42" that means it's still using the old version.
Thanks you so much I was getting so annoyed with trapping and now you've gone and fixed that entirely and I can enjoy the game again <3
1) No bait, able to add bait, able to retrieve trap
2) Bait, able to retrieve bait and/or trap
3) Bait, unable to retrieve bait, able to retrieve trap <-- I believe this is where "Check trap" should be showing
When it gets to the third state, as there's no way to get the prey, it will ultimately loop back to the first state (prey escapes after a while) and new bait will be needed.
Our group is playing through a dedicated server. We have over a 100 mods so it might not necessarily be something caused by this mod. I just felt the needed to explain it here as there are similar comments. I will try to replicate the same conditions on a SP game with just this mod.
Dedicated server MP
Re: 5 tile range: very reasonable request, but would take a lot of extra coding to make happen because right now the only concept of range in the trap check routine is "is it currently loaded with the active cells around the player?" rather than any actual range checks.