Closed PJB3005 closed 7 years ago
All hostile mobs can, I've heard goats can do it too
Probably the best solution is to separate the code that breaks crates and tables and turn it into two vars, so hostile mobs can possess either one or both.
Currently they have one destructiveness var, but it's not just a boolean 0 for breaking nothing, 1 for crates, tables, etc., 2 for standard walls, 3 for rwalls We could push 2 and 3 up and separate 1 into tables, etc. and crates And also make them all into defines while we're at it
implying cargo won't find another way to get guns
The only true way to stop cargo from getting guns is removing the supply shuttle
Making a clown goblin and hoping it breaks a crate sounds like a lot more effort than just IEDs
Plus it would make crates a good way to deal with hostile mobs if they can't break them
I think the only mobs we would want to remove crate breaking from are relatively easy-to-obtain and safe ones anyway So like clown goblins and goats If you want to get dissected by a MEGAMADCRAB in the process of opening your crates, go ahead
Clown goblins were intended to break tables because they're children of cluwnes, and because it's hilarious. However once crates and tables are separated within the destructiveness var, their ability to break crates should be removed because it lets Cargo cheese open gun crates.
Like cargo doesn't have 100000 ways to open crates already.
Clown goblins should probably just have 0 destructiveness
My worry is if in trying to prevent this from happening with a destruction fix we fuck up hostile mob from destructing crates then people could abuse it and take down spider nests with a crate and the like
Eh fine just remove destruction from clown goblins then.
Hey look cargo doesn't need emitters to powergame!
@Shadowmech88