#Any modded event softlocks the game
1 messages · Page 1 of 1 (latest)
you're on windows?
are those errors you got like 5h ago related to this?
I might have found the problem and it isn't my fault
yeah
when you do that with any other event and look into your inventory, you have 1 copy of said event and only the latest one, no matter how many times you click it. Remove prophecy deletes it from your inventory. But knowing Coded and his style of writing code, I assume sandbox and this "prophecy" mechanic is very hard coded without a shred of thought for modded events. Adding modded event gives you TWO copies of this card and the game probably gets a stroke trying to figure out what to do with both of them thus going into an infinite loop (soft crash) and "remove prophecy" doesn't delete those cards since it probably doesn't recognize them as an "event"
I always test my events in custom campaigns so I never go into sandbox to test things
and it seems it was a splendid idea! Good Job me!
ohhhh

@plucky flower am I right or am I right?
could you pass me the modded campaign file so I can test it?
if you can now
there isn't anything on there really
so just add a node described as
"nodez": {
"type": "event",
"event": "event_temple"
},
and it'll workj
nahh, when Coded made modded events a thing, he made sure they work but forgot that sandbox also has to be changed to recognise them