Closed LukeAChilds closed 9 months ago
Mirage v1.0.11 doesn't patch MaskedPlayerEnemy#Update
so it sounds more like another mod is causing them to fail to update.
Sorry I couldn't help much, debugging modpacks takes too much time and I can only try to give my best guess from what the logs look like
Interesting I'm most confused by the mid play breakdown after changing moons.
Suspect some mod conflict or the way audio changes after moon swapping. I'll look into it more and mark it here if I locate the issue more directly
Found the issue. It seems on Atlas Abyss it has two types of masked. The correct type inside. And then an incorrect type that spawns outside. The outside spawning ones don't correctly become Mirage Masked and instead spawn in as these broken masked that are always orange, and have their masks still. They can only be seen by the host and do not get cleared up from moon to moon.
Using control company you can forcefully spawn in the variants and see how it spams the log once generated. These fake masks will also fill up the powercap still and can never be cleared away it seems.
I'll try to look into a fix sometime. Thanks for the detailed explanation!
@LukeAChilds Actually could you bring this up with the Atlas Abyss
author as well? I wonder what's the reason for the "incorrect type" of masked
Issue may be related to the map or lethal level loader it seems as without Mirage it is consistent as of the latest updates. Poor timing. Didn't think to test without it installed. Issue shouldn't be from Mirage
The spawn logic for Atlas Abyss has two entries for Masks which may influence this bug.
Interestingly. Removing the extra mask and the outside mask from the level causes the issue to be resolved. There are still two entries for ControlCompany but both work.
However? Using
Seems to cause a unique glitch where Mask can not pathfind correctly? They get stuck trying to pathfind when inside the facility and also get stuck in a loop of stuttering essentially. A mask that is outside and goes in does not have this problem and can pathfind normally. Naturally spawned masks also have this issue. Using any combination except for all three does not have this problem.
Upon seeing a player the Mask can now pathfind.
Playing with a friend on Atlas Abyss there was one working mimic day 1 we went we could hear it mimic and move. Then outside on a foggy day I saw a mask stationary and it could not be killed or stunned.
Log
This was spammed into the log.
Mod List
This is the mod list I had
I had the Castle interior from scoopys mod only active on Atlas Abyss and was where we heard the working one.
Configs
End of Day log
At the end of play the spam ended and this was shown
Images
No player was orange in this lobby