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The Witness: Improve starting inventory

Open NewSoupVi opened this issue 3 years ago • 5 comments
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  1. If an item gets put into the starting inventory, but already exists due to the settings, one instance of it is removed.
  2. If an item that does not naturally exist in the settings is put into the starting inventory, it will become logical and associated data is put into slot_data so the client can actually handle it. (only matters for doors & lasers, adding a symbol without symbol shuffle obviously doesn't do anything)

NewSoupVi avatar Oct 21 '22 22:10 NewSoupVi

Test fail? Oh no, let me do an investigate

NewSoupVi avatar Oct 21 '22 23:10 NewSoupVi

Wait it's a Zillion error? o_O

NewSoupVi avatar Oct 21 '22 23:10 NewSoupVi

I found a bug with these changes, I think. Let me investigate

NewSoupVi avatar Oct 22 '22 20:10 NewSoupVi

Nvm, I forgot how my own code works :)

NewSoupVi avatar Oct 22 '22 20:10 NewSoupVi

This might be good to mention to the user somewhere. Setup Guide, FAQ or such.

Berserker66 avatar Oct 23 '22 23:10 Berserker66

I think that should do :)

NewSoupVi avatar Oct 25 '22 16:10 NewSoupVi