#Any modded event softlocks the game

1 messages · Page 1 of 1 (latest)

swift orbit
marsh plank
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you're on windows?

swift orbit
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yup

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and also on latest uber

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could it be a version thing?

marsh plank
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are those errors you got like 5h ago related to this?

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I might have found the problem and it isn't my fault

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yeah

marsh plank
# swift orbit here's https://discord.com/channels/473968668762701828/1104654598519664651/14211...

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"

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I always test my events in custom campaigns so I never go into sandbox to test things

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and it seems it was a splendid idea! Good Job me!

marsh plank
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@plucky flower am I right or am I right?

swift orbit
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if you can now

marsh plank
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there isn't anything on there really

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so just add a node described as

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"nodez": {
"type": "event",
"event": "event_temple"
},

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and it'll workj

swift orbit
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ah k

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thought it had to be some special campaign since it's not an in-game event

marsh plank
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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

plucky flower
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Ok so I never replicated this bug, because I never tested before making changes

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But now I've made some changes

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And all is working