Closed AR-234 closed 2 years ago
Thanks for noticing (I clearly didn't test a lot). I found that this was because I kept Eldritch implicit mods in the pool while computing tiers, which cause multiple mods of the same mod group to have the same tier, which caused Kalandralang to think that the tier could not be computed. I pushed a patch to ignore Eldritch implicit mods. Tested on boots, seems to fix the issue for the mod groups you identified :) This also explains why I didn't see that: I tested on amulets, which don't have Eldritch implicits.
buy "Metadata/Items/Armours/Boots/BootsStrDex8" ilvl 86 for 5 chaos
until tier "FireResist" <= 5 do chaos
is an infinite loop :/
so something is still off, MovementVelocity
does work :)
Ah yes this is because the mod group is named "FireResistance"
, not "FireResist"
.
I should implement some kind of type-checking phase at load time to check that all identifiers refer to something that actually exists (and even better, that can spawn, but this is harder).
I have added some checks that are performed before running recipes. One of this check emits an error when trying to use tier
with a mod group that does not exist. It would have caught your mistake.
Got this buy running
buy "Metadata/Items/Armours/Boots/BootsStrDex8" ilvl 85 for 3 chaos
Shouldn't they have a tier? It is for movement and resistances as far as I can tell
Edit: Modgroups I found for that Base that clearly have tier but dont: