#[2.1.62] certain CCs disappearing on relaunch and not usable in foundry until opened

9 messages · Page 1 of 1 (latest)

atomic kite
#

(Linux, NixOS) after opening the game and going into the foundry, only 2 folders of CCs show up in the list at first, regardless of how many I have, even if they all have CCs in them.

when I open one of the CCs in the hidden folders in the foundry, then the folder shows up once again in the CC list but it doesn't contain all of the CCs within, only the ones that I've opened in the current session. this resets when closing the game.
this problem doesn't occur in the sandbox, but behaves weirdly with that for some reason

when I load a schematic that uses a CC that uses a CC from those folders, then the CC itself loads, but it seems to automatically remove the "hidden" CCs from it, although it doesn't seem to automatically remove them if I open a CC in the foundry without first placing it in the sandbox

I searched a bit using ctrl+f in this discord and the most noteworthy thing i found was an implication that it could be somehow related to what campaign level you're on

so: I opened the sandbox for the first time sometime around the end of overture, and I think I opened the foundry around that time too? and when I go to the menu and click play campaign, I go to the level select screen, but if I select a symphony level and then go to the foundry nothing changes.

also, the two folders that aren't "hidden" are the overture folder, and one util folder that I made, there are 2 more that are "hidden": symphony and one I was using for a custom isa

hopefully this wall of text isnt too much of a pain to read through but I tried to provide as much info as i could, I'm not entirely sure what to put as the repro steps

cunning agate
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This might be to do with tle level from which you opened the Foundry from.

You see, the game intentionaly filters components that you have access to,
to match the ones that are available in the opened campaign level, even if
you went into the Foundry from such a level.

In this case the remainder of custom components may contain illegal
built-in components that aren't supposed to be available in that level,
so they are getting automatically hidden. Also if no custom components
are supposed to be visible inside of a folder, then that folder won't show up either.

All that I've just mentioned is fully intended behavior & won't change,
unless something doesn't follow what I mentioned & therfore everything
will likely be fixed to function in the way that I mentioned.

frozen jolt
#

To me, the behavior of silently deleting locked components from the schematic is rather dangerous, what if the user open Foundry to edit some CC (forgetting he is inside some level) and silently break it because of this. Instead, the game probably should not remove locked components from the schematic, but instead refuse to start the simulation if the schematic contains some locked components, with easy distinguishable error message containing the info which component exactly cannot be run.

atomic kite
# cunning agate This might be to do with tle level from which you opened the `Foundry` from. Yo...

sometimes it automatically deletes parts of the CC if I open a sandbox schematic containing it (it also appears that sometimes it does not? odd...)
also, the symphony folder is unavailable in the foundry even after selecting a symphony level
and there are several components in the other folder that definitely don't use anything that'd be restricted, one of the components is just splitters, ors, and a nor
that also doesn't explain why opening one of the components adds it, and only it, to the cc menu

#

it also wouldn't make sense that this would happen after opening the foundry from the sandbox but that would be an entirely different bug ofc

cunning agate
# atomic kite sometimes it automatically deletes parts of the CC if I open a sandbox schematic...

That last part might have to do with the likely feature,
of pulling-out components that you've opened in the Foundry
during this play session, to the top-most level of that menu;
kind-of like a quick access feature.

But yeah, there are certainly some issues with this system
as it stands, note that i didn't mean that it should remove
components from a custom component schematic,
only make them inaccessible to place.

This is likely some fallout from some changes that were
made to this new frontend relatively soon after it's first release.

atomic kite
#

most likely
this bug doesn't seem like that huge of a deal since it can be somewhat worked around (even though that's annoying)
but it was slowing me down quite a bit cus i was making a custom isa and one of the (crucial) CCs keeps getting all of the CCs inside it removed automatically and so every time i launch the game (it was crashing a lot cus i was editing the spec.isa ingame) and want to test things then I need to go into that component and fix it lol

low field
#

I'm not sure how to reproduce this, but a few issues concerning the foundry has been fixed in 2.1.94. If the problem persists, can anyone DM their save :?

spark kraken
#

This is now completely broken, no CCs show up in sandbox.
I'll DM you my whole save.