-
Notifications
You must be signed in to change notification settings - Fork 573
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Xeno structures/weeds become forsaken after hijack #3685
Conversation
Co-authored-by: fira <loyauflorian@gmail.com>
…swap' into forsaken-handling
…swap' into forsaken-handling
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Aaaand last check for broken shit |
About the pull request
This PR makes groundside xeno structures and weeds become forsaken after hijack.
With blessing, finishing this up for the author of this: #3630
Explain why it's good for the game
It is annoying to try and fight through all traps and such to go and do stuff as a forsaken xeno.
I would just hardcode ally but some people enjoy the XvX that sometimes occurs.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑 Newyearnewme, Morrow
add: Xeno structures/weeds now become forsaken after hijack
/:cl: