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Crash when placing fences in world generation.

  • Fixed

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
    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

  • Like 1

User Feedback

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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