nullre / Project-RimFactory-Revived

Project RimFactory Revived
MIT License
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bug on recipe range #51

Closed zymex22 closed 4 years ago

zymex22 commented 4 years ago

got this comment:

"There is definitely some problem with the Assembler and Adaptive Assembler both not reading recipes from Recipe Databases. I tested with several recipes from a Machining Table. Some worked, some did not. For example, Simple Helmet: yes, Frag Grenades: yes, Flak Vest: no, Revolver: no. It is not random. I put an Adaptive Assembler and an Assembler both next to the same database, and both were missing the same recipes. I created another database with the same recipes in a different order, and the same ones didn't work. It seems recipes from mods are more likely to work, but this is not universal."

i have tested it and seems to be right i cannot build flak vest but i can import it to db but assembler cant see it, even though its stored.

zymex22 commented 4 years ago

hmm just tried remove:

      <li Class="ProjectRimFactory.SAL3.Things.CompProperties_RecipeImportRange">
        <range>3</range>
        <ghostColor>(0,1,1,1)</ghostColor>
      </li>

but bug is still present, is it something else in code being changed how assemblers read from recipe db ?

nullre commented 4 years ago

It does not appear depending on the SkillLevel condition.

<skillLevel>20</skillLevel>

Add this and the recipe will appear.

When adding ArtSkillLevel, if SkillLevel is not set, all skill levels except Art are set to 0 and Art is set to 10. This is the same state as before making the skill level settings.

Chronological order

so, if skill level is not set, skill level is 0, so some recipes will not appear depending on the SkillLevel condition..

nullre commented 4 years ago

One of them is required.

zymex22 commented 4 years ago

thanks i will close this and edit my version