Open Darkmega18 opened 6 years ago
I never did actually come up with a good way to implement the perditio fires, so they currently act like a normal fire with their own transmutation recipes. I do have a few ideas now on how to do it, so I might look into that for the next major update.
I haven't noticed any optimization issues, but I'll have a look into figuring out the issue with them.
Ambient sounds are also in the works, I just want to give them separate sounds to make them slightly easier to distinguish by eye.
Did you scale back the speed at which the fires transmute things? They seem to go really slowly compared to what I remember when I tested them in my old pack in thaumic tinkerers. They could also potentially be causing some really deadly lag. As the mobs are doing that "laggy slow walk" when they're around. Also, when I made an overcharged cake engine in what was essentially a void dimension after closing my game after finishing my other things (modpack related) I saw in the console that the world was behind some 100 ticks or something cause of the fires in the 9x9 pools of water. Could you find a way to potentially optimize them and also make them ignite onto the sides of blocks like normal fires do and give them ambient sounds too? also a config to specify how much quicker from default they go.
and finally the perdito/chaos fires would very quickly consume all other fires in the area and nullify them, but instead is sorta just burnt around in an area and did nothing but didn't go away, nor did it affect the wrath fire I had down (on purpose cause it's not technically from TT?) is the fire overwriting from it implemented?