When you have an upgrade planner like this:
In editor with instant upgrading checked the modules in those slots don't get upgraded but stay the same. When you want to drag that same upgrade planner over the machines to upgrade the modules it doesn't upgrade just the modules because the buildings are already on the target quality but the modules are not. You need to have the modules themselves separately in the upgrade planner to do that.
It works as intended if the instant upgrade setting is off.
[2.1.11] Upgrade planner modules slots don't upgrade modules in editor
[2.1.11] Upgrade planner modules slots don't upgrade modules in editor
My mods: Alcoholiotorio, More Hearts, Remove WDM Menu, Rainbow Menu Logos
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Re: [2.1.11] Upgrade planner modules slots don't upgrade modules in editor
I think my bug report is different? That one is talking about having beacons and modules separately as an upgrade path, I have modules in the entity settings. Having them separate is the way to get around entity settings not working in editor.
My mods: Alcoholiotorio, More Hearts, Remove WDM Menu, Rainbow Menu Logos
Have some questions or want to chat? Join my discord
Have some questions or want to chat? Join my discord
Re: [2.1.11] Upgrade planner modules slots don't upgrade modules in editor
I am not a Moderator or Staff who can move posts to Duplicates; I can only guess that these posts seem Related based upon the Description and the Game's API documentation / observed behaviour. In general, Editor mode reports seem to be "Not a Bug" unless it causes a crash, since the Editor (by design) allows you to do things that are not possible in Normal Gameplay.
When using an upgrade-planner in normal gameplay it creates a new entity-upgrade Ghost on top of the upgraded machine; then this new entity has the Module upgrades applied to it (as item-request Ghost entities). Since the Editor is insta-replacing the Entity in the game state (not waiting for the next game Tick, as an Upgrade Planner does) there is no opportunity to create the item-request ghost on top of the entity-upgrade ghost.
When using an upgrade-planner in normal gameplay it creates a new entity-upgrade Ghost on top of the upgraded machine; then this new entity has the Module upgrades applied to it (as item-request Ghost entities). Since the Editor is insta-replacing the Entity in the game state (not waiting for the next game Tick, as an Upgrade Planner does) there is no opportunity to create the item-request ghost on top of the entity-upgrade ghost.
Re: [2.1.11] Upgrade planner modules slots don't upgrade modules in editor
I spent some more time thinking about this today and found a way to make this work for simple quality upgrades that also include modules. So at least this report is fixed for the next release.
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