In the file scripts/shardnetworking.lua, there's this code starting at line 101:
for k, v in pairs(ShardPortals) do if ready and (v.components.worldmigrator.linkedWorld == nil or v.components.worldmigrator.auto == true) then if v.components.worldmigrator.shard_name == nil or v.components.worldmigrator.shard_name == shard_name then -- Bind unused portals to this new server, mm-mm! v.components.worldmigrator:ClearDisabledWithReason("MISSINGSHARD") v.components.worldmigrator:SetDestinationWorld(world_id) end elseif v.components.worldmigrator.linkedWorld == world_id then v.components.worldmigrator:ClearDisabledWithReason("MISSINGSHARD") v.components.worldmigrator:ValidateAndPushEvents() else print(string.format("Skipping portal[%s] (different permanent world)", tostring(v.components.worldmigrator.id))) inst.components.worldmigrator:SetDisabledWithReason("MISSINGSHARD") --BAD, should say "v" instead of "inst" inst.components.worldmigrator:ValidateAndPushEvents() end end
Lines 114 and 115 use "inst" when they should use "v". Another developer on the mod I work on had the game crash while changing shards because of this.
Steps to Reproduce
I don't really know how to reproduce this but the issue should be quite apparent regardless.
-
2
-
1
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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