Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
The lack of response to external conditions, such as the neglect of stain effects, is the result of the way propulsion is implemented: it can be done either physically (with proper forces but the controllability suffers), through raw velocity alteration (that's the one this mod uses; basically just applies constant speed on the player, so has near to 0 response to environment) or through a bunch of hardcoded checks that kinda simulate physics (the one vanilla uses; way better compatibility with in-game systems but, well, is hardcoded).
One thing I'd like to point out is, with this mod, all the "walking" legs end in blunt cutoffs where they're supposed to touch surfaces with this mod active, rather than being spiked like the "attack" leg still is or all of the vanilla legs. If that's intentional, then neat, but it looks like it could potentially be a bug so I figured I'd mention it just in case.
Also, another thing I noticed is that certain effects like oversatiation, oil stains and slime stains don't seem to affect movement speed at all with these spider legs, rather than impacting it like in vanilla. Like above, if it's intentional then it's all good, but worth noting if not.
It overrides the lukki mutation
Automatic movement is the side effect of how the stun effect works - it disables the ControlsComp preventing button states from being updated. I can check if this comp is actually working to escape that but I think having the player mindlessly continue their futile attempt of surviving the impending doom serves it better.
The method of checking if the anchoring surface is legitimate cannot differentiate between items and just normal ground (or, more specifically, the algorithm already uses the best way of checking this there can be, so if it doesn't work now - it never will (never tested this glitch with this one enabled, so idk)). This exploit should theoretically be harder to pull off now though, cause the surface stability checks are more strict in this implementation.
It is possible for sure to rewrite the entire thing to be much more clean but this is definitely more than I'm willing to invest in this one.
(this is SO neat)