Noisy Pants
Refugee
I made a mod that I named, "Electric Eel Trap", it works great except for a small problem - if you shocked then you'll continue going around with the shock sound/visual animation on your character till you exit the game. The continued sound/visual shock animation does not have a negative impact on the character past a certain point. I don't recall this problem in Alpha 18 so I'm not sure where to start looking for issues.
<config>
<append xpath="/blocks">
<block name="Electric Eel Trap">
<property name="CreativeMode" value="Player"/>
<property name="CustomIcon" value="Electric Eel Trap"/>
<property name="Class" value="Liquidv2"/>
<property name="Material" value="Mwater"/>
<property name="Shape" value="Water"/>
<property name="Mesh" value="water"/>
<property name="Model" value="water_full"/>
<property name="Texture" value="223"/>
<property name="Map.Color" value="0,0,0"/>
<property name="Map.Color" value="0,0,0"/>
<property name="BuffsWhenWalkedOn" value="buffShocked"/>
<property name="BuffChance" value="1"/>
<property name="DescriptionKey" value="Shocks, slows, and deals damage to entities that come in contact with the trap."/>
<property name="Path" value="solid"/>
<property name="Group" value="Tools/Traps,Science"/>
<property name="SortOrder1" value="70g0"/>
<property name="FilterTags" value="fdecor,felectrical,ftraps"/>
</block>
</append>
</config>
I don't know if this information helps any yet in the logs this information shows up quite a few times:

<config>
<append xpath="/blocks">
<block name="Electric Eel Trap">
<property name="CreativeMode" value="Player"/>
<property name="CustomIcon" value="Electric Eel Trap"/>
<property name="Class" value="Liquidv2"/>
<property name="Material" value="Mwater"/>
<property name="Shape" value="Water"/>
<property name="Mesh" value="water"/>
<property name="Model" value="water_full"/>
<property name="Texture" value="223"/>
<property name="Map.Color" value="0,0,0"/>
<property name="Map.Color" value="0,0,0"/>
<property name="BuffsWhenWalkedOn" value="buffShocked"/>
<property name="BuffChance" value="1"/>
<property name="DescriptionKey" value="Shocks, slows, and deals damage to entities that come in contact with the trap."/>
<property name="Path" value="solid"/>
<property name="Group" value="Tools/Traps,Science"/>
<property name="SortOrder1" value="70g0"/>
<property name="FilterTags" value="fdecor,felectrical,ftraps"/>
</block>
</append>
</config>
I don't know if this information helps any yet in the logs this information shows up quite a few times:
NullReferenceException: Object reference not set to an instance of an object
at ItemActionAttack.Hit (World _world, WorldRayHitInfo hitInfo, System.Int32 _attackerEntityId, EnumDamageTypes _damageType, System.Single _blockDamage, System.Single _entityDamage, System.Single _staminaDamageMultiplier, System.Single _weaponCondition, System.Single _criticalHitChance, System.Single _dismemberChance, System.Single _dismemberBonusOLD, System.String _attackingDeviceMadeOf, DamageMultiplier _damageMultiplier, System.Collections.Generic.List`1[T] _buffActions, ItemActionAttack+AttackHitInfo _attackDetails, System.Int32 actionExp, System.Single actionExpBonus, ItemActionAttack rangeCheckedAction, System.Collections.Generic.Dictionary`2[TKey,TValue] _toolBonuses, ItemActionAttack+EnumAttackMode _attackMode, System.Boolean _bAllowHarvestingParticles, System.Boolean _bIsGrazingHit, System.Boolean _isElectricTrapAttack, System.Collections.Generic.Dictionary`2[TKey,TValue] _hitSoundOverrides, System.Int32 ownedEntityId, ItemValue damagingItemValue) [0x00806] in <bb2961016a004bd4bf77288a67df32f1>:0
at AutoTurretFireController.Fire () [0x001ea] in <bb2961016a004bd4bf77288a67df32f1>:0
at AutoTurretFireController.Update () [0x0046c] in <bb2961016a004bd4bf77288a67df32f1>:0
(Filename: <bb2961016a004bd4bf77288a67df32f1> Line: 0)

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