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1.0 Update #21

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1.0 Update #21

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cheesasaurus
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Changes for compatibility with V Rising 1.0

  • FeedableInventorySystem_Update seems to be deprecated.
    • We don't really need to patch it though... we just need our own system to run.
    • So it now hooks CheckInSunSystem instead, just because this system seems to always run even during nighttime.
      • There's probably a better way to do it... but this seems to work just fine.
  • use newer version of unhollowed client package
  • updated PrefabGuid references (now in StunlockCore)
  • use VWorld.Server.GetExistingSystemManaged to get instance of a system (GetExistingSystem returns something else now)
  • use EntityManager.GetComponentLookup to lookup component data. (GetComponentDataFromEntity is not a thing anymore)

And some other changes:

  • removed references to breeding cooldown in the readme (seems deprecated or maybe never implemented).
  • clarified what a "special fish" is
  • drinking from wells won't make horses hungrier (e.g. when the horse's feed timer is already longer than what drinking allows them to reach)
  • support for the dominated vampire horses
  • added admin-only famish command to make nearby horses hungry. useful for testing

This resolves various problems finding packages while trying to restore/build
- use newer version of unhollowed client package
- updated PrefabGuid references (now in StunlockCore)
- use VWorld.Server.GetExistingSystemManaged to get instance of a system (GetExistingSystem returns something else now)
- use EntityManager.GetComponentLookup to lookup component data. (GetComponentDataFromEntity is not a thing anymore)
- FeedableInventorySystem_Update isn't a ComponentSystemBase anymore.
makes nearby horses hungry enough to feed (probably just useful for testing, but who knows)
FeedableInventorySystem_Update seems to be deprecated.
We don't really need to patch it though... we just need our own system to run.
So it now hooks CheckInSunSystem instead, just because this system seems to always run even during nighttime.
There's probably a better way to do it... but this seems to work just fine
doesn't seem to be any implementation of cooldowns. values are never even read in Settings.cs
extracted duplicate code to method KillWithNoDrops
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