ARK: Survival Evolved

ARK: Survival Evolved

Antinode
 Ez a téma ki van emelve, tehát valószínűleg fontos.
Zen Rowe  [Fejlesztő] 2016. nov. 4., 21:22
Bug Reports
Please Post Bug Reports here.

I have provided an example of what bug reports would ideally look like.If there is information you are not sure how to obtain, or are not able to provide for some reason, that is okay. Just please provide as much as you can of the information displayed in the example.
(Please use the template at the bottom of this post)

This allows for much easier reproduction and tracking. I cannot fix a bug that I am unable to reproduce for myself!
Please only post reports here though, do not hold discussions on bugs.

Example Bug Report[docs.google.com]


Bug Report Template


[h1]<Bug Title>[/h1]

Summary:
<Insert Summary Here>

Found in Build: <Insert Build Version Here>

Repro Rate:
Dedicated Server: <?/5>
Single Player: <?/5>

Setup:
<Detail anything needed before the steps start>

Repro Steps:
  1. <Step 1>
  2. <Step 2>
  3. <Step 3>

Expected Result:
<The result you expected to happen at the end of the steps>

Actual Result:
<What Actually Happened>

Screenshots:
<Links to any screenshots/videos>

Crash Log:
<If it was a crash, put the log here (You can CTRL+C while the crash log window is in focus to copy its text to clipboard)>
Legutóbb szerkesztette: Zen Rowe; 2017. márc. 9., 21:38
< >
115/22 megjegyzés mutatása
Spawn Code Crash

Summary:
Any attempt to spawn an item using an admin spawn code results in automatic server crash.

Found in Build: 1.0.0.161104-1830 (RTW)

Repro Rate:
Dedicated Server: <4/4>

Setup:
Any spawn code

Expected Result:
The item to show in inventory

Actual Result:
Instant Server Crash


Crash Log:
N/A

I tried 4 random commands including
admincheat GiveItem "Blueprint'/Game/Mods/Antinode/Item/AntinodeStructure/AntinodeFabricator/PrimalItemStructure_AntinodeFabricator.PrimalItemStructure_AntinodeFabricator'" 1 0 0
admincheat GiveItem "Blueprint'/Game/Mods/Antinode/Item/Antinode/Antinode/PrimalItem_Antinode.PrimalItem_Antinode'" 1 0 0
admincheat GiveItem "Blueprint'/Game/Mods/Antinode/Item/AntinodeStructure/SaddleDeconstructor/PrimalItemStructure_SaddleDeconstructor.PrimalItemStructure_SaddleDeconstructor'" 1 0 0
admincheat GiveItem "Blueprint'/Game/Mods/Antinode/Item/AntinodeStructure/AntinodeFabricator/Tackons/AntinodePCBWorkstation/PrimalItemStructure_AntinodePCBWorkstation.PrimalItemStructure_AntinodePCBWorkstation'" 1 0 0
Legutóbb szerkesztette: ÜwÜ Wî†h Ç̴̹͖̖͍̋†ħůłħƱ; 2016. nov. 5., 16:17
<Installation crash>

Summary:
<When I turn the game after a few seconds crasch (No save start)>

Found in Build: <newest>

Expected Result:
<Installed mod>

Actual Result:
<I cant turn on the game with this mod>



Assertion failed: PackageFileTag.CompressedSize == PACKAGE_FILE_TAG_SWAPPED [File:C:\SVN_Ark\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp] [Line: 348]



VERSION: 250.1
KERNELBASE.dll!UnknownFunction (0x00007ffa4e451f28) + 0 bytes [UnknownFile:0]
ShooterGame.exe!FOutputDevice::Logf__VA() (0x00007ff7a45bf258) + 159 bytes [c:\svn_ark\engine\source\runtime\core\private\misc\outputdevice.cpp:145]
ShooterGame.exe!FDebug::AssertFailed() (0x00007ff7a45bf7f5) + 178 bytes [c:\svn_ark\engine\source\runtime\core\private\misc\outputdevice.cpp:220]
ShooterGame.exe!FArchive::SerializeCompressed() (0x00007ff7a45d69e5) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\serialization\archive.cpp:349]
ShooterGame.exe!FModUnZipAndCopyFileVisitor::Visit() (0x00007ff7a5c6c8a4) + 0 bytes [c:\svn_ark\engine\source\runtime\online\onlinesubsystemsteam\private\steamworkshop.cpp:117]
ShooterGame.exe!`IPlatformFile::IterateDirectoryRecursively'::`2'::FRecurse::Visit() (0x00007ff7a45375e2) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:36]
ShooterGame.exe!FWindowsPlatformFile::IterateDirectory() (0x00007ff7a45f3eb7) + 710 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:281]
ShooterGame.exe!`IPlatformFile::IterateDirectoryRecursively'::`2'::FRecurse::Visit() (0x00007ff7a45375fe) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:41]
ShooterGame.exe!FWindowsPlatformFile::IterateDirectory() (0x00007ff7a45f3eb7) + 710 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:281]
ShooterGame.exe!`IPlatformFile::IterateDirectoryRecursively'::`2'::FRecurse::Visit() (0x00007ff7a45375fe) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:41]
ShooterGame.exe!FWindowsPlatformFile::IterateDirectory() (0x00007ff7a45f3eb7) + 710 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsplatformfile.cpp:281]
ShooterGame.exe!IPlatformFile::IterateDirectoryRecursively() (0x00007ff7a45375b8) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\genericplatform\genericplatformfile.cpp:45]
ShooterGame.exe!FDecompressAndCopyModTask::DoWork() (0x00007ff7a5c6e0bb) + 0 bytes [c:\svn_ark\engine\source\runtime\online\onlinesubsystemsteam\private\steamworkshop.cpp:213]
ShooterGame.exe!FAsyncTask<FDecompressAndCopyModTask>::DoThreadedWork() (0x00007ff7a5c79122) + 9 bytes [c:\svn_ark\engine\source\runtime\core\public\async\asyncwork.h:335]
ShooterGame.exe!FQueuedThread::Run() (0x00007ff7a454d3cb) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\hal\threadingbase.cpp:326]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff7a460ce86) + 0 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7a460cd48) + 8 bytes [c:\svn_ark\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffa50d08102) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffa5130c5b4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffa5130c5b4) + 0 bytes [UnknownFile:0]

Crash in runnable thread PoolThread 2
Legutóbb szerkesztette: DeJMaN; 2016. nov. 12., 6:03
(Exploit) Permament stat buff

Summary:

The stats coming from the activated Antinode item become permanent on a dino and you can repeat the process several times to get ridiculous stat scale up without using the antinode.

Found in Build: 1.0.0.161127-1000

Repro Rate:
Dedicated Server: <5/5>
Single Player: <5/5>

Setup:

When you have the antinode turned on on a dino and you upload it to the tribute, it gets uplaoded with those buffed stats and antinode gets dropped. The thing is, when you download the creature bad, it has those buffed stats applied permamently. You can do the process again to exploit a stat gain like this.
Server Crash

Summary:
Server is crashing, I guess when traveling. Since we have a cluster setup with TheIsland and ScorchedEarth I recognized one of those servers is crashing after traveling. But not always! I couldn't completely reproduce it, but I'm pretty sure it has something to do with the Mod. We didn't have any server crash before installation of the Mod.

Found in Build: 252.7

Repro Rate:
Dedicated Server: 2/5
Single Player: 0/5

Setup:
Details are a cluster setup with TheIsland and ScorchedEarth. We had about 3-4 server crashes on both maps combined. I recognized this when I was traveling onto SE map and the server died. Our Island server was still running. I had an Antinode Module in my inventory when arriving at SE.

Repro Steps:
  1. Flying to blue Obelisk on TheIsland
  2. Removing Antinode item from Argentarvis
  3. Uploaded Argentarvis
  4. Traveled to ScorchedEarth server
  5. SE server died! Not sure if before or after Argentarvis download

Expected Result:
I expected to download the Argentarvis and reinstall the Antinode to continue on SE

Actual Result:
Server Crash with full crash log

Screenshots:
n/a

Crash Log:
http://pastebin.com/XteHuqQT
Engram PreReq

Summary:
Unable to change engram PreReq

Found in Build:
Version: 1.0.0.161211-0845

Repro Rate:
Dedicated Server: 1/15

Setup:
;Anitnode Fabricator
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_AntinodeFabricator_C",EngramHidden=false,EngramPointsCost=30,EngramLevelRequirement=20,RemoveEngramPreReq=true)

Repro Steps:
1)In Game.ini file enter in the following code to disable the smithy requiements

Expected Result:
Smithy is not required to learn AntiNODE Fabricator.

Actual Result:
Smithy is still required

Our server has most of the vanilla engrams disabled and the smithy is one of them. I copied the engram entity from your mod files for the fabricator.
Legutóbb szerkesztette: Dafri; 2016. dec. 11., 13:39
Small Issue Between AntiNODE and Pet Manager Mods.

Summary:
There's a small issue between this mod and the Pet Manager mod. Pet Manager displays a pet's status effects next to their name on the HUD, and when an antinode matrix is attached to a pet, a small white square is displayed beside their name as a status. It's a purely visual bug, doesn't have any effect on gameplay.

Found in Build: 1.0.0.161211-0845 (QFE4)

Repro Rate:
Dedicated Server: <5/5>
(Only melee node tested as yet, but can test others if required)

Setup:
Pet Manager mod to be installed, and the pet in question to be in the player's current party (so their name is on the screen).

Repro Steps:
  1. Add antinode matrix to pet and activate it.

Result:
Pet's name on the left hand side gains a small white square next to it.

Screenshots:
Without node active:
http://steamproxy.net/sharedfiles/filedetails/?id=817928769
With node active:
http://steamproxy.net/sharedfiles/filedetails/?id=817928743

Extra Note:
I've also informed the Pet Manager mod author of this issue, so both authors can look into it.
Legutóbb szerkesztette: 🦊 Hermit; 2016. dec. 13., 18:08
Few Bugs

Summary:

1.) Placed the Override Engram script enables all other hidden engrams (Indom rex shrine Admin Teleport pad etc...)

2.) Ingame engram on fabricator and saddle will not unlock period; any attempt in spawning the items in out of the Structure commands result in crash ( havent tested any commands past that.)

Current Build Version: 1.0.0.161211-0845 (QFE4)
Legutóbb szerkesztette: ARCHIE; 2016. dec. 16., 13:17
Found a bug between your mod and ORP2. When you login and your the first one online in your tribe the HP/DMG buff from ORP2 is still active for a few minutes to ensure safety and what not.

So say your dino has 1000 hp and ORP2 buff increases it to 2000. Your antinodes if you use one that increases HP will increase that 2000 hp to w/e tier node you have. Now if you deactivate the node the hp will go into the negatives and ur dino will die from any source of damage. Happens with melee also where the damage will be in the negatives and your dino wont hit anything.

Gonna test to see if it will fix itself if I log off till the ORP buff kicks in again and ill let yaknow.
Dont think it will but who knows.

It didnt revert. The negative stats stay for good it seems.
Summary:
since I added this mod to my server weve got this crash?
I can't really said what was happning there in server but when I asked to our server player they said nothing happen special things?

Found in Build:
<newest>

Repro Rate:
Dedicated Server: 2/5

Crash log:
Fatal error!



VERSION: 253.6
ShooterGameServer.exe!UObject::execDynamicCast() (0x00007ff7e440ac90) + 0 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1873]
ShooterGameServer.exe!UObject::ProcessInternal() (0x00007ff7e440795f) + 0 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:594]
ShooterGameServer.exe!UFunction::Invoke() (0x00007ff7e43c6840) + 6 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\class.cpp:3746]
ShooterGameServer.exe!UObject::ProcessEvent() (0x00007ff7e44089dc) + 0 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:931]
ShooterGameServer.exe!AActor::ProcessEvent() (0x00007ff7e486415f) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\actor.cpp:592]
ShooterGameServer.exe!APrimalStructureItemContainer::NotifyItemAdded() (0x00007ff7e3c18d2e) + 65 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\primalstructureitemcontainer.cpp:799]
ShooterGameServer.exe!UPrimalInventoryComponent::NotifyItemAdded() (0x00007ff7e3b73dff) + 0 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\primalinventorycomponent.cpp:241]
ShooterGameServer.exe!UPrimalItem::AddToInventory() (0x00007ff7e3b9302e) + 15 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\primalitem.cpp:705]
ShooterGameServer.exe!UPrimalInventoryComponent::AddItem() (0x00007ff7e3b7398f) + 0 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\primalinventorycomponent.cpp:185]
ShooterGameServer.exe!AShooterPlayerController::ServerTransferToRemoteInventory_Implementation() (0x00007ff7e3d5247c) + 45 bytes [c:\svn_ark\projects\shootergame\source\shootergame\private\shooterplayercontroller.cpp:4011]
ShooterGameServer.exe!AShooterPlayerController::execServerTransferToRemoteInventory() (0x00007ff7e42082aa) + 602 bytes [c:\svn_ark\projects\shootergame\source\shootergame\classes\shooterplayercontroller.h:46]
ShooterGameServer.exe!UFunction::Invoke() (0x00007ff7e43c6840) + 6 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\class.cpp:3746]
ShooterGameServer.exe!UObject::ProcessEvent() (0x00007ff7e44089dc) + 0 bytes [c:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:931]
ShooterGameServer.exe!AActor::ProcessEvent() (0x00007ff7e486415f) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\actor.cpp:592]
ShooterGameServer.exe!FObjectReplicator::ReceivedBunch() (0x00007ff7e48eb542) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\datareplication.cpp:654]
ShooterGameServer.exe!UActorChannel::ProcessBunch() (0x00007ff7e48e703d) + 26 bytes [c:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:1730]
ShooterGameServer.exe!UChannel::ReceivedNextBunch() (0x00007ff7e48e3a18) + 21 bytes [c:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:533]
ShooterGameServer.exe!UChannel::ReceivedRawBunch() (0x00007ff7e48e35de) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:330]
ShooterGameServer.exe!UNetConnection::ReceivedPacket() (0x00007ff7e49df30d) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\netconnection.cpp:1109]
ShooterGameServer.exe!UNetConnection::ReceivedRawPacket() (0x00007ff7e49de103) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\netconnection.cpp:576]
ShooterGameServer.exe!UIpNetDriver::TickDispatch() (0x00007ff7e482e58e) + 0 bytes [c:\svn_ark\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:174]
ShooterGameServer.exe!TBaseUObjectMethodDelegateInstance_OneParam<APrimalCharacter,void,float>::ExecuteIfSafe() (0x00007ff7e3ae7b87) + 0 bytes [c:\svn_ark\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:532]
ShooterGameServer.exe!TBaseMulticastDelegate_OneParam<void,float>::Broadcast() (0x00007ff7e49c4e69) + 14 bytes [c:\svn_ark\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1784]
ShooterGameServer.exe!UWorld::Tick() (0x00007ff7e49ba081) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\leveltick.cpp:1092]
ShooterGameServer.exe!UGameEngine::Tick() (0x00007ff7e491c40f) + 0 bytes [c:\svn_ark\engine\source\runtime\engine\private\gameengine.cpp:1139]
ShooterGameServer.exe!FEngineLoop::Tick() (0x00007ff7e3a46832) + 0 bytes [c:\svn_ark\engine\source\runtime\launch\private\launchengineloop.cpp:2380]
ShooterGameServer.exe!GuardedMain() (0x00007ff7e3a4212c) + 0 bytes [c:\svn_ark\engine\source\runtime\launch\private\launch.cpp:140]
ShooterGameServer.exe!GuardedMainWrapper() (0x00007ff7e3a4782a) + 5 bytes [c:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
ShooterGameServer.exe!WinMain() (0x00007ff7e3a47960) + 8 bytes [c:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:209]
ShooterGameServer.exe!__tmainCRTStartup() (0x00007ff7e5875821) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffeb7e88364) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffeb89e70d1) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffeb89e70d1) + 0 bytes [UnknownFile:0]
Spotted a small visual bug, doesn't affect gameplay in any way so it's no big deal, but figured I'd mention it here just for the record.

When equipping a female ovis ares with an AntiNode, the hexagon overlay shows male horns on it's head, even though they don't exist on the model.

http://steamproxy.net/sharedfiles/filedetails/?id=875772131
Legutóbb szerkesztette: 🦊 Hermit; 2017. márc. 2., 21:59
Simple bug report, To reproduce the tree cling bug just hop on a tree, cliffs too.
The color change thing seems to be intermitant, some times they will stay Orange, other times they will revert back to their colors.
The double, leave visual range and come back into range and they will be that way. You can't walk through the double.

I have no mods that change the animals, I have overrode offical diff to a higher level though. As far as I can tell this is the only animal affected by this visiual bug.

Map we're playing, if it matters, is Mortem Tupiu

http://steamproxy.net/sharedfiles/filedetails/?id=883561861
http://steamproxy.net/sharedfiles/filedetails/?id=883561749
http://steamproxy.net/sharedfiles/filedetails/?id=883561912
http://steamproxy.net/sharedfiles/filedetails/?id=883561977
http://steamproxy.net/sharedfiles/filedetails/?id=883562014
http://steamproxy.net/sharedfiles/filedetails/?id=883562140
http://steamproxy.net/sharedfiles/filedetails/?id=883562176
Legutóbb szerkesztette: MickeyTJR; 2017. márc. 14., 10:25
Dino Overlay

Summary:
The Overlay provided by Antinode causes some Dinos the have "secondary skin displacement"

Found in Build: Unknown? Sorry...
Repro Rate:
Dedicated Server: Yes, every time
Single Player: <?/5>

Setup:
Not sure?

Repro Steps:
  1. Craft/Obtain AntiNODE (Atleast the Melee module, untested with other types)
  2. Load Module to Thylacoleo
  3. Climb/Walk the Thyla

    Expected Result:
    I expect the AntiNODE to show a graphical change to the Dino Pattern only, increasing stats accordingly for the chosen Module Type.

    Actual Result:
    The AntiNODE (Melee in our testing) adds an "additional layer" to the Thylacoleo that appears when changing between Climbing stance and Walking stance.
    If the Thyla is climbing when the Module is activated, the "additional layer" is added to the Thyla on an awful offset when returning to the ground.
    This is the same occurance when attaching when on the ground and moving to Climbing stance(s).
    This "Additonal Layer" sits above, or behind the Thylacoleo after changing movement stances between Climb and Walk/Run. This "Additional Layer" can also be seen by players who were not around when the Module was attached, after the initial player has attached and moved the Thyla into another player's render distance.

    This indicates this is not just a client-side visual mishap

    Screenshots:
    None Available as of yet.. Sorry
Summary:
Unable to place antinode fabricator after having one placed

Found in Build: latest

Repro Rate: Consistant since bug occured could try rolling back the server but hopefully i can get help here instead since I had just tamed a baryonx when this occured
Dedicated Server: 2/10


Setup:
Boyfriend is unsure what happened

Repro Steps:
<step 1> Have one fabricator working with with pcb on it
<Step 2> Craft a journymen INT node and a plain int node
<Step 4>fail to place 2nd fabricator
<Step 5> Destroy original working fabricator
<Step 2>fail to place any fabricator down even though in room where original fabricator was or anywhere

Expected Result:
2nd fabricator places without issue and my original fabricator is left alone

Actual Result:
Boyfriend did repro steps and now I am unable to fix his mess up. I have restarted the server in attempt to get around this but no dice. I have removed the nodes from activating and turned off pulling in the AA objects. I was attempting to do it while on the server alone as well. Both of us cannot place this item even though earlier today I was able to move the module without issue.

Screenshots:
https://steamuserimages-a.akamaihd.net/ugc/822314403740063141/796EB73E50EBA797703EE47C008B5FA5FE2E42E9/

Crash Log:
No crash

our mod list is the following http://steamproxy.net/profiles/76561198072301829/myworkshopfiles/?section=collections
Legutóbb szerkesztette: Cykotyk; 2017. ápr. 27., 17:34
Install Module "Failure"

Summary:
Exit Install Module while installing mastecraft/ascendant seems to sometimes cancel the install, with high attachment speed multiplier. You can also delete the module during process if you open the UI and click install module on another module before it refreshes to say "work in progress".

Not really a bug, I thought it was at first because of the bizarre issue I was having. Its just a time delay thing that took too long to respond. May cause confusion in servers though especially where lag may happen and someone had prepared multiple modules before hand to begin bulk installing.

Found in Build: Whatever current version is.

Repro Rate:
Dedicated Server: ?/5
Single Player: 5/5

Gameusersettings.ini:
[Antinode Config]
Emission Strength=1
AttachmentSpeedMultiplier=5

Repro Steps:
1) Spawn in Antinode, 2 modules at least one ascendant in level.
2) Begin with the ascendant, exit the install module screen at some point even immediately if you want.
3) Go back in, wonder why it doesn't seem to be doing anything, now try installing the other module. Realize that your other module is gone when this one begins installing.

Expected Result:
I expected it to keep the "work in progress" on so when I go back in, it doesn't show up as if it failed to install unless I wait about 30 seconds or so for it to refresh on high quality items.

Actual Result:
Refresh took too long and I thought it had failed for whatever reason and started a new install, this was during my testing of my new game.ini settings for [Antinode Status Modifiers].

Suggested Fix:
Have the "Install Module" change from "[E] Install Module" to "[E] Installing Module" with yellow text instead of blue during an install module procedure. You could also add an effect to the glass below it that emits a glow as if its busy working during that time. This glow and the name change go away once the module registers that it has completed the work.
Abberation Coloration

Summary:
Whenever you activate an antinode on a rockdrake it seems to create a secoundary feather over the basic color or your hatched drake which is always orange. So for example if I had a rockdrake with blue feathers and activated the antinode it would cause the feather to appear orange but the blue feathers would still be there appearing underneath the orange feathers.

Found in Build: 276.13

Repro Rate:
Dedicated Server: 5/5

Setup:
Just activating an antinode in a rockdrake

Repro Steps:
1. Create antinode with module
2. Put it on a rockdrake and actiave it

Expected Result:
To not change the color of the rockdrakes feathers

Actual Result:
Feather colors changed.

To be completely honest this is just a visual bug which doesn't really affect gameplay to much so it isn't very important but I thought this should just be brought up.
Legutóbb szerkesztette: i8ssrat; 2018. jan. 2., 23:05
< >
115/22 megjegyzés mutatása
Laponként: 1530 50