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 https://forums.kleientertainment.com/forums/topic/132403-adding-component-broken-randomly-help/ 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 https://forums.kleientertainment.com/forums/topic/132403-adding-component-broken-randomly-help/#findComment-1483536 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now