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Linter fix #2650
Linter fix #2650
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Okay! So the amount of changes I had to make were half map, half code. The problem a lot of the time is that unit testing explosions is a bit different I believe to what it's like ingame, explosions I think I havent even looked, aren't functioning the same way they do in unit tests. Causing bunch of runtimes. This is because mobs during unit tests will fight eachother to the bone. (Because of mismatched factions) I did a few changes to factions on some mobs, specifically to the drunken miner and Arlem, they both attacked mobs, one which even somehow manages to despawn from existence while trying to kill Arlem. (Which I think leads him to more issues I believe) The stack code, I think that some stacks with 0 amount exist in some lists which aren't accessible, so it breaks a lot of initialization for some framework things it seems. So I've undone a tiny bit and fixed up where those 0 amount stacks may appear. |
bruh |
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Big stinki
Augh, attempts to fix linters cause I hate seeing red X's
For future reference:
Do not put mobs near other mobs not in the same faction, this leads to lots of errors.