Comments (7)
If talking about saves in the campaign, would guess you'd have to look at how the mechlab in the campaign actually saves modified mechs. Don't think anyone has done much work in reading the save files directly, so you'd have to dig around in the code. Or if you can put up a text file of what it does, I can take a look too.
from mechengineer.
the problem is weirder, after loading my save, when you first enter the mechlab you will have items missing. then you leave the mechlab and enter it again and all items that supposed to be there suddenly appear.
I know how stuff is saved and translated back and forth between screens, and its very ugly. but the code is not touching that at all. at best we are adding items not hiding them. I hope its a not a resource issue, meaning to do with memory usage and object pooling.
from mechengineer.
ok, seems to be an issue with modded content. when starting up, not all items are loaded into memory in time.
from mechengineer.
ok, now it seems more complicated, if there are no mechchassis which use the item, then certain items won't be preloaded. when entering a mech edit, all items are the loaded after but not added to the inventory. you then have to leave the screen and enter it again.
So basically heat banks and heat exchangers in a base game should have the same issue.
from mechengineer.
I have reproduced the issue with an unmodded game and a bulk heat bank.
there is a issue tracker where I might be able to contact the battletech devs
saltyhotdog/BattletechIssueTracker#10
from mechengineer.
I currently have a workaround for this, see https://github.com/CptMoore/MechEngineMod/blob/fc38a010a086a017ffc1fc3b9ff2323af1e67eef/source/Patches/SimGameStateRequestDataManagerResourcesPatch.cs#L10
from mechengineer.
still not fully fixed in vanilla, lets just give up
from mechengineer.
Related Issues (20)
- infinite loading with customised base game mechs HOT 10
- BLR-1Gb LA hardpoint lacking model HOT 4
- SLDF mechs not being migrated to ME modules correctly HOT 6
- Gauss Rifle++ misses out on critical slot adjustment HOT 1
- Better MechLab Vehicle support HOT 2
- Weapon Damage Immunity HOT 3
- Introduce Expanded Critical Damage HOT 1
- CASE not working if CustomUnits loads first HOT 1
- AttackSequence might be null and throwing exceptions
- Ammo Explosions in Head exceptions
- Omni Hardpoint as own icon HOT 1
- Allow per-mech override of prefab mapping HOT 2
- DynamicSlots Moveable slots has no UIName HOT 2
- Engine heatsinks not counting towards heatsink capacity during tutorial HOT 8
- CB/CAC compatibilty issues
- Head destruction -> Cockpit destruction
- Mechengineer creates 2 duplicates of the AC10 HOT 1
- Idea: ComponentExplosion for Armor/External Damage
- Multiply engine weight factors HOT 6
- Disable crit split for mech/chassis
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from mechengineer.