- edited description
-
assigned issue to
[#bugs] Applying a high-powered magnet to certain items is fucky. Powered Exoskeletons b...
Marked for crossposting by: luminous eva problems
Message (jump):
<Plaidstone> Applying a high-powered magnet to certain items is fucky. Powered Exoskeletons become unable to mod, and disable the modding tab of the tin(k)er screen. A Visage (already modded with Nav) couldn't be directly interacted with at all after magnetizing it, as you can't open its item menu from the inventory screen. It can still be equipped from the equipment screen, but can only be unequipped by equipping another item in the 'Floating Nearby' slot.
Comments (4)
-
-
- changed status to open
-
- marked as major
-
- changed status to resolved
Powered exoskeleton behavior fixed in 200.82. Unable to replicate VISAGE behavior; conceivably it may have been fixed incidentally. If it recurs, the last couple stack traces in the game's debug output log would be good to have, or a save.
- Log in to comment