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@Nyctoniac do you know what happened when this error showed up?
"MC_ENTITY_TAKE_DMG" from "Restored Monster Pack" failed"
...ds/restoredmonsterspack_3239551710/scripts/dumplings.lua:276 :
attempt to compare number with nil
Stack Traceback:
...ds/restoredmonsterspack_3239551710/scripts/dumplings.lua:276 :
in function at line 272
@RDW Dumplings will probably be called Rumplings and remain the same. Not sure about Blind Bats and Echo Bats because I don't know what they will do. They will probably be resprited and renamed depending on what happens
@rexiedart You must have an outdated version. Make sure to uninstall the mod, open the game, then reinstall it to make sure you have the latest version.
@RDW when they are publicly released probably
wich are: exorcist twichy rotgut whippers Hard Host Mausoleum Visage Rag Lich
We got rid of the RM Exorcists since they were just the ones originally left in the game with a placeholder behavior. We didn't really do anything other than put them in rooms.
The mod uses dummy entity versions of certain monsters so they show up in the bestiary without editing the vanilla entities2.xml. The one in the console with the weird looking character at the end of it is the one that shows up in game (and can be swapped with the resprited one in the DSS menu).
1) If you're only removing content that's implemented the same exact way, does that mean that RM's exorcists will stay in (LJ's ones do the purple ghost orbitals, while RM's ghosts are red and revive as lil haunts)? If so, could they at least get a different sprite, so that both can be recognized easily at a glance?
2) While playing around with the console, I noticed there are three different versions of vessels included in the mod (antibirth, antibirth but with a creep attack, resprited RM version with different behaviour). If I'm playing the game naturally, which one am I going to see naturally?