Hi there, currently the Re-Gorge-itated mod crashes because data is nil when executing the OnLoadPostPass function for quagmire fences(which use the same onsave and onload's as the game's vanilla fences.
While this is something we can fix on our end I think it would be better future-proofing and making sure ALL mods that place fences in world generation don't crash. Thanks.
Solution: fence.lua onloadpostpass
local function onloadpostpass(inst, newents, data) if data == nil then return end inst:DoTaskInTime(0, function(inst) -- If fences are placed on rotated boats, we need to account for the boat's rotation if data.boatrotation ~= nil then
Steps to Reproduce
1. Place fences in world generation
2. crash because data is nil
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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.
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