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Well, that's what happens when the portal is an item. I'm sure the lureplant thought it was delicious. If you want to spawn in a new one, try using the console command
Seems to work fine for me?
Ooh, that one sounds tricky. Changing the murder loot would probably be a hassle. I'm considering making a "stable mode" that simply prevents you from picking up things that cause problems. Maybe also a "fire hazard mode" that lets you pick up burning things.
To be fair though, the mod does trust you and everything with an inventory to not destroy everything. Like, I'm pretty sure that Splumonkeys could just steal your ancient pseudoscience station. Lureplants of course can eat and digest anything. This is because rather than change the how the player's inventory works, the mod actually just turns every entity into an item.
--[[if global entity/prefab/instance "eyeplant" or "splumonkey" targets instances of "florid_postern", "eyeplant", "(itself, forlack of better description of a UUID)" or "(anything crashable)" then
return not ("(any of the above)") addtag:"pickable"
end]]
And same for killing linked entities within your inventory, like worholes or slimy pits, or giant tentacles 0-0..
The "force.data" is also mentioned in the oar.xml and driftwood_oar.xml prefab files, due to them being used to propel the boat at sea.
This mod also makes you pickup EVERYTHING around you while wearing the orange amulet. Not sure if it was intended or not though.