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I noticed this first with the general pistols recipe ("Disassemble Pistol" -> one). The green progress bar will show on the correct pistol, then sometimes my favorited/holstered pistol would disappear and the target item would remain!
this can be fixed with an OnTest call in the recipe.
OnTest:Recipe.OnTest.DismantleElectronics, (vanilla code) works perfectly since it is just two lines: is item screw driver -> return true. is item NOT favorited -> return true.
I for one wouldn't mind a smaller, nimbler weapon pack that still used the gunfighter system, but that's neither here nor there.
Ex: Ruger GP100, Makarov(.380), Sig P220, OTS-14 Groza, HK Mk-23.
WARN : Recipe , 1642329137911> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "UMP45" in recipe "Disassemble Submachine Gun"
I'll leave a pastebin link to show the error log : https://ghostbin.com/L84BS
From your responses, what I am understanding is that I need to set that option under Gunfighter to on, and use this version of the mod to be able to craft everything. That was not clear to me from the original description because it reads as if setting that option to off would, by itself, prevent crafting those weapons -- i.e., that setting in Gunfighter impacts your mod.
I appreciate you taking the time to respond.
The Weapons Produced after 1992 setting controls whether or not Gunfighter/Brita spawns specific, post-93 firearms. It does not affect in any way either version of this mod.
If you want to play with post-93 guns, use this version of my mod. If not, use the other version.
and when i remove this, the simple firearm work correctly, it seems confusing
I'll have to think about that. It'd take a fair amount of work, obviously.
The idea being that mechanics skill requirements would be based around how useful a given firearm is, vs how complex that gun was designed to be.