Potential bugs with cooking with random effects

Issue #8406 new
Ray created an issue

All of these have the major caveat that this is from the decompiled dll, and as such may not be actual issues. (I apologize in advance 😅)

  1. XRL.World.Parts.PreparedCookingIngredient: both GetRandomTypeList() and GetRandomHighTierTypeList() test if the string “WeightSpec” is null or empty while looping through every blueprint, which is never true. I imagine it is probably supposed to test if the blueprint actually has the weight tag. This shouldn’t have any functional impact, since the string to int conversion is try/catch’d, but it might have some performance considerations given the weight of exceptions.
  2. XRL.World.Parts.Campfire.CookFromIngredients(): While there is a catch for random/randomHighTier-type solid ingredients, replacing them with an ingredient that provides the chosen effect, there is not one for liquids. Granted, no in-game liquids (currently) provide these effects.

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