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Module gadgets don't work #491

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Indigocoder1 opened this issue Oct 15, 2023 · 3 comments · Fixed by #492
Closed

Module gadgets don't work #491

Indigocoder1 opened this issue Oct 15, 2023 · 3 comments · Fixed by #492
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@Indigocoder1
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Describe the bug
When using the module gadget (myPrefab.SetVehicleUpgradeModule) the event for .WithOnModuleUsed doesn't work, and cooldowns seem to be broken. Power is still taken but you can spam the module even when setting a cooldown with .WithColdown

To Reproduce
Steps to reproduce the behavior:

  1. Make a custom item
  2. Use .SetWehicleUpgradeModule on the CustomPrefab, then use the .WithOnModuleUsed extension
  3. Enter the game and install the module
  4. Using the module does not have the desired effect

Expected behavior
The module should have a cooldown and run the code inside .WithOnModuleUsed

Screenshots
This is the code I've used which does not work
image

@Metious Metious self-assigned this Oct 16, 2023
@Metious
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Metious commented Oct 16, 2023

This bug seems to be only noticeable for the Seamoth because it doesn't call back to the base method. This issue will be fixed in the next release, however, if this module is supposed to be for the Seamoth only, consider using the SeamothModule equipment type. That one already works fine.

@xale
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xale commented Oct 17, 2023

if this module is supposed to be for the Seamoth only, consider using the SeamothModule equipment type. That one already works fine.

What if I'm trying to make a usable module that's both Seamoth and Prawn compatible?

@RamuneNeptune
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RamuneNeptune commented Oct 17, 2023

Seamoth and Prawn compatible will be fixed in the next release, but he's saying that if you actually only need it work for the Seamoth you can just change it to EquipmentType.SeamothModule and it'll work right now

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4 participants