Lua Error: /hooks/marson-autoexplore/load.lua:32: attempt to index field 'marson' (a nil value)
At [C]:-1 __index
At /hooks/marson-autoexplore/load.lua:32
At [string "return function(l, self, data) local ok=false..."]:1
At /mod/load.lua:309
At [C]:-1 require
At /engine/Module.lua:158 load
At /engine/Module.lua:796 instanciate
At /engine/utils.lua:1902 showMainMenu
At /engine/init.lua:153
At [C]:-1 dofile
At /loader/init.lua:196
+ Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level is explored.
+ Ignores special terrain features such as Font of Healing after they are first discovered.
+ Ignores open chests and alt Maze floor cracks.
+ Applied AE bugfix to running as well.
+ Rest and AE ask for confirmation if you have an escort in your party.
LUA Error upon entering Maze for first time as Higher Heavy.
LUA Error: /hooks/marson-autoexplore/load.lua:118:attempt to call field 'log' (a nil value)
At [C]:-1 log
At /hooks/marson-autoexplore/load.lua:118
At /engine/KeyBind.lua:235
error = "Lua Error: /mod/class/NPC.lua:109: attempt to index local 't' (a nil value)\
At [C]:-1 __index\
At /mod/class/NPC.lua:109 automaticTalents\
At .../addons/marson-autoexplore/superload/mod/class/Actor.lua:118 act\
At /mod/class/NPC.lua:54 act\
At /engine/GameEnergyBased.lua:126 tickLevel\
At /engine/GameEnergyBased.lua:62 tick\
At /engine/GameTurnBased.lua:46 tick\
At /mod/class/Game.lua:1182 "
seen = true
reported = true
It would be nice if one could ignore trivial damage while resting. The one that annoys me in particular is the acid splash effect from wretchling's Corrosive Vapor; it only lasts a few turns, but it happens quite frequently. Optionally, this could only ignore damage sources that already exist at the start of the rest? Though I imagine that would be harder to code.
What could probably be done is to ignore small damage (<1 or 2% max health), if health is sufficiently high (>50% max HP for instance).
Alternatively, one could also consider total damage dealt by effects and not break resting if current health - dam*duration > x% max health.