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- added glitterworld crates
- improved first glitterhearts event with mechanoids and crate spawning
- changed glittership chunk name to glitterworld debris
- added crates spawning to ancient dangers
- fixed synthread recipe not acceping leathers
- fixed world condition patch not having null checks
It is suggested to add empty reference checks, for example:
csharp
Copy Editor
if (cond == null || cond.conditionDef == null) return true;
tion
text
"Editor
IncidentWorker_MakeGameCondition.TryExecuteWorker →
GameConditionManager.RegisterCondition →
USH_GE.Prefix(…) → null reference
The game is triggering a weather, radiation storm or disaster-related event
The system registers this condition to GameConditionManager
Glittertech Expansion's patch insertion check logic (possibly wanting to modify certain GameCondition features)
null calls have occurred, such as cond.conditionDef.label or cond.target.Map which is null
After *much* trouble trying to scrounge together some synthread to be able to make the stuff myself, I somehow can't make it at all, because it says that I am missing leathers to use, even though I clearly have some. I'm not sure what's going on, but if you could take a look at it, I'd really appreciate it.
- fixed glittership chunks spawning
- added a debug action for glittership chunks spawning
The spawning works now and you can use "Spawn glittertech chunk" debug action using dev mode to get your well deserved glitterhearts ;)
- added glitterheart
- added "glittership chunk crash" event
- added fabrics glitterpanel
- added hyperweave recipe
- added synthread recipe
- added neural glitterpanel
- added ressurector mech serum recipe
- balanced glittertech fabricator, targeter, orbital bank cost lists to include glitterhearts
- fixed typos
Is that some form of beer with nanites in it? Mmmm...beer...