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0.6.40 - #1023

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WarmBuns wants to merge 80 commits into
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0.6.40#1023
WarmBuns wants to merge 80 commits into
mainfrom
pest-control

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@WarmBuns

@WarmBuns WarmBuns commented Apr 17, 2026

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WarmBuns added 26 commits April 17, 2026 15:17
…of missing Model Skin Controller? Not sure if I understand either but I'll try this to see if it fixes anything
@WarmBuns

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So far I can confirm the following fixes work

  • Chirr befriending Mimic no longer has Mimic attack Chirr
  • Eth Pillars no longer destroy drones
  • My Follower changes seem to not break functionality for host but not MP tested yet

@WarmBuns

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My new commands I added also work, and are very helpful! Wahoo!

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should this logic be removed from the above method UnsetOverride()? it calls destroy afterwards, so this un-setting behavior happens twice through that method, which i think will run but would be nice to not

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should this have a fallback e.g. characterbody corePosition? i'm not entirely sure what causes this issue, and after reading 936, it sounds to me this is affecting mimics on void fields. if these are spawned from the cells, i agree they should maybe not drop items for sake of being farmed, though if they're natural interactable spawns, i would expect them to still drop an item from somewhere.

Comment thread SS2-Project/Assets/Starstorm2/Modules/Characters/Monsters/Lamp.cs Outdated
{
base.FixedUpdate();
if (base.isAuthority)
if (NetworkServer.active)

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what issue is this looking to fix? i would expect cyborg's mines to be client authoritative, and it looks like the prefab is set to local player authority, so unsure on this

base.FixedUpdate();

if (!NetworkServer.active)
return;

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i think should be isAuthority rather than NetworkServer.active; object is local player authority as mentioned in prior comment. theres a good few more states modified in the same way below i dont wanna comment on them all individually though sorry Unbourrow WaitForStick WaitForTarget


// TODO: I also have no clue if this works, need to test - Buns
// Force all non-Body ESMs (e.g. Weapon) to idle so the dead mimic stops attacking.
// GenericCharacterDeath only enters the Body ESM — other ESMs keep running.

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GCD should stop all of them, and it looks like it is indeed correctly set to stop the Weapon statemachine on the body prefab.

i see it being set twice - have you tried removing one of them?

Image other than that, idk, SetStateOnHurt looks correct too

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Nope, maybe that was the cause of the issue?

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Knight parry is networked thank you for testing with me Timesweeper 🙏

@WarmBuns WarmBuns changed the title Bugfix Bash sponsored by Ritalin ER 0.6.40 Jun 29, 2026
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2 participants