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Outer Thing creates way too many particles when Quark is used with Dungeon Mobs #35

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floral-qua-floral opened this issue Sep 25, 2019 · 4 comments

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@floral-qua-floral
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Quark's "improved fire" feature causes flaming entities such as burning monsters and fireballs to emit torch particles. This isn't a problem in normal gameplay, but the Outer Thing produces so many fireballs that the amount of particles Quark creates brings the game to a slideshow for several seconds - often long enough for the Outer Thing to fire again, resulting in a never-ending lag spike.

I do recognize this is technically to blame on Quark, but I feel like a workaround from this end is a much better option than asking Quark's devs to add an exception specifically for the Outer Mob from this mod. I would suggest replacing the monster's fireballs with some other similar-behaving type of projectile that is not on fire, so that it won't produce particles. It is my assumption that the Outer Mob's aesthetic is not too reliant on fire for this change to be viable.

If you want to take some time on this, it could be interesting to explore giving it a new hazard for its projectiles to produce - maybe its new projectiles would place down a small amount of acid, or eat away at the ground, or perhaps transform it into something a little less safe to walk on? If you'd rather keep fireballs as the default behavior, though, it'd be lovely to just get a config toggle that swaps them out for Light Balls, like those used by the Fallen Angel. I'd love to be able to re-add this mob to my worlds, but with the current behavior I'm unfortunately forced to choose between the Elder Mob or Improved Fire.

@BlackJar72
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I suppose I could look into an option to replace the fireballs with acid or else to trick the game into not recognizing them as fire.

@BlackJar72
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Maybe an alternative attack could be added later(?) -- for now there is a config option to remove the outerthing's fire cloud attack.

@floral-qua-floral
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Awesome! Thanks!

@LTCatt
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LTCatt commented Mar 28, 2020

Try turn off "Better Fire Effect" in Quark's Client config?

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