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whenever I am in build mode and have a part from this mod selected it often just kicks me into Blue Print mode without any input, just looking for place to attach a thruster and I'm in BP mode now... kinda annoying.
2/30/2023 03:55:17 | System.Exception: Error loading mod: Extended Tech Tree
12/30/2023 03:55:17 | ---> Halfling.ObjectText.OTParseException: Group at path '<D:\SteamLibrary\steamapps\common\Cosmoteer\Data\gui\game\designer\editor_groups.rules>' already contains a node named 'Durasteel'.
12/30/2023 03:55:17 | at Halfling.ObjectText.OTGroupNode.Insert(Int32 index, IOTGroupedNodeEx node) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\ObjectText\OTGroupNode.cs:line 913
12/30/2023 03:55:17 | at Halfling.ObjectText.OTGroupNode.Parse(OTToken init, OTTokenizer tok, StopRule stop, Int32 insertIndex, OTToken& out1) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\ObjectText\OTGroupNode.cs:line 890
12/30/2023 03:55:17 | at Halfling.ObjectText.OTGroupNode.ChildCollection.Insert(Int32 index, String text) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\ObjectText\OTGroupNode.ChildCollection.cs:line 187
12/30/2023 03:55:17 | at Halfling.ObjectText.OTGroupNode.ChildCollection.AddNodeText(String text) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\ObjectText\OTGroupNode.ChildCollection.cs:line 559
12/30/2023 03:55:17 | at Cosmoteer.Mods.ModAddAction.ApplyAction(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModAddAction.cs:line 59
12/30/2023 03:55:17 | at Cosmoteer.Mods.ModInfo.ApplyPreLoadMods(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModInfo.cs:line 72
12/30/2023 03:55:17 | --- End of inner exception stack trace ---
12/30/2023 03:55:17 | at Cosmoteer.Mods.ModInfo.ApplyPreLoadMods(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModInfo.cs:line 77
12/30/2023 03:55:17 | at Cosmoteer.Data.Assets.ApplyPreLoadMods(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Data\Assets.cs:line 428
12/30/2023 03:55:17 | at Cosmoteer.Data.Assets.LoaderThread() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Data\Assets.cs:line 391
That is because, in order to keep the mod balanced / implement cool features, we have to use the games mechanicim of Required Parts. When u hover over Parts that use this the "allowance", the check fails and kicks u into BP Mode
This issue is at the top of our list currently.
do u happen to have a droid build nearby? these will automatically repair neighbouring parts
insane, didnt actually think they healed like that, really cool and sorry for thinking it was a bug then.
just a quick note; the patch we dropped today includes the ability to toggle that healing effect off
just had this issue, the only red flag between when they worked and didn't was i hyperjumped to a beacon. After that they didn't work. NOT 100% sure on that but possible.