Barotrauma

Barotrauma

Performance Fix
A bug in how the mod interacts with <StatusEffects>
At first it was just a guess, but now I'm sure. This mod, for unknown reasons, can break things that require 2 effects to work in sequence.
The first is the action itself
The second one will block the work of the first one by condition.
I mean <StatusEffects> tag
For example: Medic's perk is gene harvester.
At first, I noticed that when I was attacked by large packs of Crawlers, I almost never get genes, and it pissed me off and I doubled the chance of genes falling out, but it literally did not affect the situation. But when 1-2 creatures attack me, then the perk works fine. But the genes were still falling very little for and therefore I added the condition that if the mob's HP is above 100, then 1 gene will be guaranteed to fall from it.
But mobs that are guaranteed to drop genes don't drop them.
I noticed that the more mobs the higher the chance for this bug.

The reason I'm sure this mod is responsible for this is because I recently tried to fix the Performance Fix and Material IO compatibility. And the only thing that helped was to add an interval for both <StatusEffects>, but this does not completely help solve the situation.
But this can be fixed and otherwise it's just set the "Client Map Entity Interval" parameter to 1.
And I noticed that the higher the "Client Map Entity Interval" parameter, the higher the chance of a bug. For example, if you use my Material IO mod fix, then with "Client Map Entity Interval" = 4, there is still a chance for a bug, but very rare.
But if you increase the "Client Map Entity Interval" to 16, then the chance rises to about 20%.
Most likely this also affects the Security Officer Scavenger perk. But I'm too lazy to check it. Also, for some reason, when this perk is triggered, I freeze the game for a couple of seconds, but I can't be sure that this mod is to blame.

Summarizing the above:
The bug appears only if there are two consecutive <StatusEffects> and the second one blocks the first one from working.
"Client Map Entity Interval" directly affects the likelihood of a bug. The higher the setting, the higher the chance of a bug.
"Server Map Entity Interval" probably also affects things that don't depend on the player. But I do not know where else this situation is repeated.
Perhaps this is due to the fact that the player has a high priority and the target has a low one. But this is refuted by the fact that containers from the Material IO mod have a highpriority tag.

This seems to be just how the mod works, but it seems to be able to trigger <StatusEffects> in the wrong order when skipping frames. And I don't even know how to fix it.
If you need any additional information I can try to provide it.
Last edited by ¤ S.T.E.L.S F.O.X ¤; 16 Feb, 2023 @ 2:22pm
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Evil Factory  [developer] 17 Feb, 2023 @ 3:09pm 
I tried troubleshooting this some time ago, but didn't have much success finding out what exactly causes this, besides the sparse item updates being the problem.
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