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As of testing right now both splicers where craftable. Were you able to reproduce this happening? Or was it a one time thing. Also keep in mind you need medical skill 50 to craft them at full speed.
Can't tell if this is a bug or if im actually forced to have/be a medic with max gene splicer to craft these. Well, i got two rods and now craft lights up, but clicking craft does nothing.
Interesting, I'll definitely be checking this out. You do not need to be a medic or have 50 medical skill to craft it. Having 50 medical skill is what it takes to craft it efficiently.
Okay just tested it, I am fully able to craft the super gene splicer. Are you able to give me some more details on what you did to get this? Things I'd need to know:Do you have any other mods that might replace materials? What job you are playing as? What is your medical skill? and did it throw any errors in the console?
Strange, i went in my singleplayer game, spawned in the requirements and can craft it fine with the exact same mods me and my friend had. Maybe some weird multiplayer issue?
Especially since the items we used in our game were just freshly crafted by us so it shouldn't have any issues.
So I did some more investigating and it seems that the item's quality is causing the issue, since you had high enough skill and crafted a (Good Quality) Fulgurium Fuel Rod it didn't count towards the recipe. Which also explains why spawning it in for testing produced a valid recipe, as apposed to crafting the rod manually.
I'll definitely be changing that recipe to make sure it allows for all quality types, thank you for bringing that up! Otherwise I definitely wouldn't have noticed.
That is a known bug that I'll be fixing next update, it has to do with loading in a custom creature I used for the watcher genes and it not having "prefab" animations. The creature itself isn't used in game for anything other than loading a model so you won't run into any issues while playing.
I'll definitely look into that and do some testing, do you have other mods installed?
It's a little hard to see my mod being the cause of this as the husk genes are still the same base code with one value changed for removability, so could there be any other possible causes? And did you get any errors in the console?
None the less that sounds like a big issue and I'll get to investigating.
[Quick note: The husk genes don't actually turn you into a husk, they give an affliction buff to stop you from turning fully infected. If you were to inject husk eggs with husk genes I'm not sure how that interacts with a disconnected host. Also it could just be the very nature of a disconnection from the server that caused the missing bag.]