changing cargo module doesn't update model

Fixed
kennyb [ideas] · 10 months ago

I had a cargo depot with loose modules (importing sulfur). I then changed two of them to fluid modules to do the dirt for FG contract, but the model remains as a loose module (v0.7.9)

Image

bug - fluid loose module.save

1 attachment only for registered users
poltime poltime · 10 months ago

I then changed two of them to fluid modules

There were 3 loose modules, you replaced 2, so what's the problem?

kennyb [ideas] · 10 months ago

well, as you can see in the screenshot, the fluid module looks like a loose module. if you load the save file, you'll notice that right next to that one is an identical boat with the same contract. here's a screenshot with them both side by side.

Image

the bug happens when you take a loose module and upgrade/replace it with a fluid module (like this in reverse)

Image

kennyb [ideas] · 10 months ago

it's just a visual bug and has no effect on gameplay. the weird thing is it's persisted between saves

BFsKaraya1 [github] · 10 months ago

Ive had this happen to me too, since i always use the changes to force the last remnants of 1-28 units of the traded goods out of there to finally get another contract going. Otherwise the trucks just refuse to take them out of there even at max priority, so ive got quite a few ships with...questionable looks.

Closed as ✅ Fixed

6 Showing 1–5 of 5