Cataclysm-dda: Dark skies above deletes scenarios

Created on 19 Nov 2020  路  2Comments  路  Source: CleverRaven/Cataclysm-DDA

Describe the bug

Dark skies above deletes scenarios

the original issue remains that it deletes scenarios however.

Steps To Reproduce

Simply adding the mod with dda, disable npc needs, bionic professions, blaze industries and crit expansion causes this issue.

Expected behavior

expected the game to work

Screenshots

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Screenshot_16

Do not take a screenshot of the crashing window. Please provide the crash logs in the "Additional context" -->

Versions and configuration

do not have a generate game report under debug.

  • OS: win 10
  • Game Version: 0.E-7619-g4f7bfb5 (tiles)
  • Graphics version: tiles
  • Ingame language: english
  • Mods loaded: dda, disable npc needs, bionic professions, blaze industries, crit expansion, dark skies above

Additional context

Also corrupts the game as in creating a new world crashes the world loading upon creating a new character even without dark skies above mod but i havent been able to replicate it because it is colliding with a mod and I am not sure which one. sometimes having it and another mod I have not been able to find crashes the launcher as well.

Dark Skies

Most helpful comment

To expand a bit on what Zhilk said Dark Skies Above as a short whitelist of scenarios: https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/mods/Dark-Skies-Above/blacklists/scenario_blacklist.json and black list the rest. It's not a bug it's intended behaviour as part of the design of the mod. I think there's no CBM in this mod lore so it make sense to remove the cbm scenarios.

All 2 comments

Mods blacklisting/whitelisting certain scenarios (and other game entities) is intended and valid behavior.

To expand a bit on what Zhilk said Dark Skies Above as a short whitelist of scenarios: https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/mods/Dark-Skies-Above/blacklists/scenario_blacklist.json and black list the rest. It's not a bug it's intended behaviour as part of the design of the mod. I think there's no CBM in this mod lore so it make sense to remove the cbm scenarios.

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