Bosoca Posted August 2, 2021 Share Posted August 2, 2021 I have this code in my modmain; Quote AddPrefabPostInitAny(function(inst) if not inst:HasTag("weapon") then return end if not GLOBAL.TheWorld.ismastersim then return end inst:AddComponent("poison_trait") end) It never once bugged out until today, randomly breaking and not applying the component to any weapon in the world, I removed the global ismaster sim line condition code and it worked partially however the game isn't really recognizing the component being changed. What do I do to fix this? By recognizing I mean it is literally unable to be updated, the component has a boolean and it cannot be read by some other components or in my case, widgets. Normally this all worked fine before today. Link to comment Share on other sites More sharing options...
Bosoca Posted August 2, 2021 Author Share Posted August 2, 2021 Ok update, Whenever I add caves to the world gen, it breaks. How do I get around this? Link to comment Share on other sites More sharing options...
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