RimWorld

RimWorld

Mechanoid Upgrades
 This topic has been pinned, so it's probably important
GoGaTio  [developer] 13 Nov, 2024 @ 7:56am
Bug report
Write here if you encounter a bug.
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Showing 1-15 of 36 comments
XelNigma 14 Nov, 2024 @ 12:54am 
The Turret pack from Anomaly throws an error when you try to deploy it.
My pawn Lumpy is upset..

Exception ticking Lumpy (at (79, 0, 65)): System.NullReferenceException: Object reference not set to an instance of an object [Ref 1F35D1B1] at MU.StatPart_FactorFromHolder.TransformValue (RimWorld.StatRequest req, System.Single& val) [0x0001e] in <1945c056f0ac4f3da57f14a7ca2ab7e6>:0 at RimWorld.StatWorker.FinalizeValue (RimWorld.StatRequest req, System.Single& val, System.Boolean applyPostProcess) [0x00022] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatWorker.GetValue (RimWorld.StatRequest req, System.Boolean applyPostProcess) [0x0004c] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatWorker.GetValue (Verse.Thing thing, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x00085] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatExtension.GetStatValue (Verse.Thing thing, RimWorld.StatDef stat, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x00006] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Projectile.Launch (Verse.Thing launcher, UnityEngine.Vector3 origin, Verse.LocalTargetInfo usedTarget, Verse.LocalTargetInfo intendedTarget, Verse.ProjectileHitFlags hitFlags, System.Boolean preventFriendlyFire, Verse.Thing equipment, Verse.ThingDef targetCoverDef) [0x00046] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectile.TryCastShot () [0x0046c] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectileStaticOneUse.TryCastShot () [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb.TryCastNextBurstShot () [0x00012] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb.WarmupComplete () [0x00013] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectile.WarmupComplete () [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Warmup.Expire () [0x0000a] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Busy.StanceTick () [0x0002a] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Warmup.StanceTick () [0x002a0] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00016] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Pawn.Tick () [0x00081] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.TickList.Tick () [0x0015c] in <2a40c3593b334f29ac3cb3d32d652351>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.TickList:Tick () Verse.TickManager:DoSingleTick () Verse.TickManager:TickManagerUpdate () Verse.Game:UpdatePlay () Verse.Root_Play:Update ()
GoGaTio  [developer] 14 Nov, 2024 @ 1:17am 
Originally posted by XelNigma:
The Turret pack from Anomaly throws an error when you try to deploy it.
My pawn Lumpy is upset..

Exception ticking Lumpy (at (79, 0, 65)): System.NullReferenceException: Object reference not set to an instance of an object [Ref 1F35D1B1] at MU.StatPart_FactorFromHolder.TransformValue (RimWorld.StatRequest req, System.Single& val) [0x0001e] in <1945c056f0ac4f3da57f14a7ca2ab7e6>:0 at RimWorld.StatWorker.FinalizeValue (RimWorld.StatRequest req, System.Single& val, System.Boolean applyPostProcess) [0x00022] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatWorker.GetValue (RimWorld.StatRequest req, System.Boolean applyPostProcess) [0x0004c] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatWorker.GetValue (Verse.Thing thing, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x00085] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatExtension.GetStatValue (Verse.Thing thing, RimWorld.StatDef stat, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x00006] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Projectile.Launch (Verse.Thing launcher, UnityEngine.Vector3 origin, Verse.LocalTargetInfo usedTarget, Verse.LocalTargetInfo intendedTarget, Verse.ProjectileHitFlags hitFlags, System.Boolean preventFriendlyFire, Verse.Thing equipment, Verse.ThingDef targetCoverDef) [0x00046] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectile.TryCastShot () [0x0046c] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectileStaticOneUse.TryCastShot () [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb.TryCastNextBurstShot () [0x00012] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb.WarmupComplete () [0x00013] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectile.WarmupComplete () [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Warmup.Expire () [0x0000a] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Busy.StanceTick () [0x0002a] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Warmup.StanceTick () [0x002a0] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00016] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Pawn.Tick () [0x00081] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.TickList.Tick () [0x0015c] in <2a40c3593b334f29ac3cb3d32d652351>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.TickList:Tick () Verse.TickManager:DoSingleTick () Verse.TickManager:TickManagerUpdate () Verse.Game:UpdatePlay () Verse.Root_Play:Update ()
Interesting, never thought that packs check for ranged damage factor, in fact that can be fixed very easily
GoGaTio  [developer] 14 Nov, 2024 @ 8:40am 
Originally posted by XelNigma:
The Turret pack from Anomaly throws an error when you try to deploy it.
My pawn Lumpy is upset..

Exception ticking Lumpy (at (79, 0, 65)): System.NullReferenceException: Object reference not set to an instance of an object [Ref 1F35D1B1] at MU.StatPart_FactorFromHolder.TransformValue (RimWorld.StatRequest req, System.Single& val) [0x0001e] in <1945c056f0ac4f3da57f14a7ca2ab7e6>:0 at RimWorld.StatWorker.FinalizeValue (RimWorld.StatRequest req, System.Single& val, System.Boolean applyPostProcess) [0x00022] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatWorker.GetValue (RimWorld.StatRequest req, System.Boolean applyPostProcess) [0x0004c] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatWorker.GetValue (Verse.Thing thing, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x00085] in <2a40c3593b334f29ac3cb3d32d652351>:0 at RimWorld.StatExtension.GetStatValue (Verse.Thing thing, RimWorld.StatDef stat, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x00006] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Projectile.Launch (Verse.Thing launcher, UnityEngine.Vector3 origin, Verse.LocalTargetInfo usedTarget, Verse.LocalTargetInfo intendedTarget, Verse.ProjectileHitFlags hitFlags, System.Boolean preventFriendlyFire, Verse.Thing equipment, Verse.ThingDef targetCoverDef) [0x00046] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectile.TryCastShot () [0x0046c] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectileStaticOneUse.TryCastShot () [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb.TryCastNextBurstShot () [0x00012] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb.WarmupComplete () [0x00013] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Verb_LaunchProjectile.WarmupComplete () [0x00000] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Warmup.Expire () [0x0000a] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Busy.StanceTick () [0x0002a] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Stance_Warmup.StanceTick () [0x002a0] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00016] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.Pawn.Tick () [0x00081] in <2a40c3593b334f29ac3cb3d32d652351>:0 at Verse.TickList.Tick () [0x0015c] in <2a40c3593b334f29ac3cb3d32d652351>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.TickList:Tick () Verse.TickManager:DoSingleTick () Verse.TickManager:TickManagerUpdate () Verse.Game:UpdatePlay () Verse.Root_Play:Update ()
Fixed, thanks for feedback
Avenue 21 Nov, 2024 @ 8:12am 
game freezes when trying to upgrade a mechanoid. I was trying the mod out on an empty modlist with this and its dependencies. I loaded a mech on the upgrader and tried upgrading it. It pulls up a blank UI which im guessing is the upgrade UI. Can't close it or do anything other than alt+f4. tried to describe it as best as I could. Mod is cool but this makes it unusable.

Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <89463b660479465180ca8522b0215741>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Reached max messages limit. Stopping logging to avoid spam. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.Log:Notify_MessageReceivedThreadedInternal (string,string,UnityEngine.LogType) UnityEngine.Application:CallLogCallback (string,string,UnityEngine.LogType,bool) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) UnityEngine.Logger:Log (UnityEngine.LogType,object) UnityEngine.Debug:LogError (object) Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
GoGaTio  [developer] 21 Nov, 2024 @ 9:22am 
Originally posted by Avenue:
game freezes when trying to upgrade a mechanoid. I was trying the mod out on an empty modlist with this and its dependencies. I loaded a mech on the upgrader and tried upgrading it. It pulls up a blank UI which im guessing is the upgrade UI. Can't close it or do anything other than alt+f4. tried to describe it as best as I could. Mod is cool but this makes it unusable.

Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <89463b660479465180ca8522b0215741>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Reached max messages limit. Stopping logging to avoid spam. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.Log:Notify_MessageReceivedThreadedInternal (string,string,UnityEngine.LogType) UnityEngine.Application:CallLogCallback (string,string,UnityEngine.LogType,bool) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) UnityEngine.Logger:Log (UnityEngine.LogType,object) UnityEngine.Debug:LogError (object) Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
I am really confused by this error, because TryRandomElement is from game assembly and should be thare, but is not for some reason, I think ulyou could try this , but if it wouldn't help, please text I will try to find another solution
Last edited by GoGaTio; 21 Nov, 2024 @ 9:22am
Avenue 22 Nov, 2024 @ 3:10am 
Originally posted by GoGaTio:
Originally posted by Avenue:
game freezes when trying to upgrade a mechanoid. I was trying the mod out on an empty modlist with this and its dependencies. I loaded a mech on the upgrader and tried upgrading it. It pulls up a blank UI which im guessing is the upgrade UI. Can't close it or do anything other than alt+f4. tried to describe it as best as I could. Mod is cool but this makes it unusable.

Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <89463b660479465180ca8522b0215741>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Reached max messages limit. Stopping logging to avoid spam. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Verse.Log:Notify_MessageReceivedThreadedInternal (string,string,UnityEngine.LogType) UnityEngine.Application:CallLogCallback (string,string,UnityEngine.LogType,bool) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) UnityEngine.Logger:Log (UnityEngine.LogType,object) UnityEngine.Debug:LogError (object) Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) Exception filling window for MU.Dialog_ConfigureUpgrades: System.MissingMethodException: bool Verse.GenCollection.TryRandomElement<!0>(System.Collections.Generic.IEnumerable`1<!!0>,System.Predicate`1<!!0>,!!0&) [Ref A20A4096] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
I am really confused by this error, because TryRandomElement is from game assembly and should be thare, but is not for some reason, I think ulyou could try this , but if it wouldn't help, please text I will try to find another solution

I decided to reinstall the game and its now fixed :DDDDDDDDD. thanks dud :)))))))
butt.toucher 4 Dec, 2024 @ 9:46pm 
the synth mechs from DMS dont have the upgrades tab show up, but you can still install upgrades with no problem. no errors are thrown the tab that displays what upgrades the mechanoid has just isn't there.

edit: only the lady synth dosent have the menu
Last edited by butt.toucher; 5 Dec, 2024 @ 8:26pm
Irazell 4 Feb @ 5:38am 
just a heads up, it's not a bug but more like an incompatible feature atm.

I'm currently using this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3392334612 along with your mod, and i have a lot of mechanoids that is being controlled by the gestalt engine. but once the mechanoid that's controlled by the gestalt engine has entered the mech upgrader, you basically locked the mechanoid in there for good because, the gestalt engine is a building and nobody can access the mechanoid (Not a Mechanitor).
Last edited by Irazell; 4 Feb @ 5:39am
Alan 4 Feb @ 3:03pm 
Firefoam pack has the name and mech restrictions of Command pack (suppose it's unfinished). Sidenote: big thanks for making upgrades sellable!
GoGaTio  [developer] 4 Feb @ 9:23pm 
Originally posted by Irazell:
just a heads up, it's not a bug but more like an incompatible feature atm.

I'm currently using this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3392334612 along with your mod, and i have a lot of mechanoids that is being controlled by the gestalt engine. but once the mechanoid that's controlled by the gestalt engine has entered the mech upgrader, you basically locked the mechanoid in there for good because, the gestalt engine is a building and nobody can access the mechanoid (Not a Mechanitor).
Now should work perfectly
Not really bugs, but I wasn't sure where to post qol feedback.

The selection of mechs when selecting them with the mech upgrader should be sorted by mechname or type.
Currently with a lot of mechs it gets hard to find a specific one:
https://i.imgur.com/asOqm1k.png

Another thing that is a bit confusing at first is the feedback if you want a mechanitor to start the upgrade process.
https://i.imgur.com/5JRVi3U.png
In the screenshot you can see that my pawn is clearly a mechanitor. However we need the overseer of that mech.
How about changing "Cannot use: Not mechanitor" into "Cannot use: Needs to be done by overseer " + pawn.LabelShort ?
GoGaTio  [developer] 9 Feb @ 10:09am 
Originally posted by Veltaris:
Not really bugs, but I wasn't sure where to post qol feedback.

The selection of mechs when selecting them with the mech upgrader should be sorted by mechname or type.
Currently with a lot of mechs it gets hard to find a specific one:
https://i.imgur.com/asOqm1k.png

Another thing that is a bit confusing at first is the feedback if you want a mechanitor to start the upgrade process.
https://i.imgur.com/5JRVi3U.png
In the screenshot you can see that my pawn is clearly a mechanitor. However we need the overseer of that mech.
How about changing "Cannot use: Not mechanitor" into "Cannot use: Needs to be done by overseer " + pawn.LabelShort ?
Second issue is already fixed(just didn't update mod yet), there will be a button you can use to automatically call required mechanitor.

With the first one all is a bit harder but I will propably add button like anomaly platform has for choosing entity or will.make a separate small menu if there are many mechs
Fluffer 12 Feb @ 10:56am 
Looks like the Carry Mass capacity from the cargo upgrade does not register. On the caravan screen and the stats screen they are still the same as pre-upgrade.

https://imgur.com/TlbwIZD

https://imgur.com/SG8X49F

https://imgur.com/24jIwMW
Fluffer 12 Feb @ 11:29am 
Originally posted by Fluffer:
Looks like the Carry Mass capacity from the cargo upgrade does not register. On the caravan screen and the stats screen they are still the same as pre-upgrade.

https://imgur.com/TlbwIZD

https://imgur.com/SG8X49F

https://imgur.com/24jIwMW

Okay I checked the safe file and it seems the upgrade does not actually get applied to the mech
https://imgur.com/l2WRtU9
Fluffer 12 Feb @ 12:08pm 
Originally posted by Fluffer:
Originally posted by Fluffer:
Looks like the Carry Mass capacity from the cargo upgrade does not register. On the caravan screen and the stats screen they are still the same as pre-upgrade.

https://imgur.com/TlbwIZD

https://imgur.com/SG8X49F

https://imgur.com/24jIwMW

Okay I checked the safe file and it seems the upgrade does not actually get applied to the mech
https://imgur.com/l2WRtU9

I have been digging in the files for over an hour trying to find the bug but I straight up cannot figure it out. I got the cargo installed onto the lifter, or maybe I missed it previously but it still does not apply the bonus.

https://imgur.com/vYsjJzQ

I'll check the Thing code for it maybe it does not properly reference it there.

EDIT: Nevermind, sorry, this is beyond my coding skills to figure out.
Last edited by Fluffer; 12 Feb @ 12:16pm
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