Open Jiroga opened 2 weeks ago
Unfortunately I am not entirely confident this is fixable?
Godot exports any dependencies with the map pck, so if the map has something like the vending machine, then it'll override what this mod does (sometimes, depends on what loads first)
Going to leave this open in case someone with more insight would know how to fix this, but right now I only see adding in the light sources via script or attempting to manipulate the load order.
Small update on this (edited my previous reply for more info on this): Theoretically you might be able to fix this by manipulating the load order.
Theoretically prefixing the mods name in the mods folder with "0" or "z" might work (which one depends on how GDWeave loads mods, and there is a chance it's not in alphabetical order at all which would make this not work)
As of the last few updates Lure has had, many of the lightsources the mod provides cease to function almost entirely, particularly on world props such as the vending machine/mushrooms, and even the interior of the buildings.
What I've managed to find out is that this issue specifically occurs when other maps are being loaded through Lure. When no maps are loaded and only the main map is available, the mod works as intended. Additionally, things like the Spectral Rod and Campfire glow as intended regardless if there are multiple maps loaded or not.
I've mentioned this issue to Lure's developer who had some input in the matter as well, which can be found here, and the last post contains some possible relevant logs if there might be anything of use to you there. Issues were present using the aforementioned versions of Day/Night (v1.0.3) and Lure (v2.2.2-3.1.0), and continue to be present using the latest versions (Day/Night 1.0.5 & Lure v3.1.0).
Thank you for your time and developing such a gorgeous mod! 👍