Fix software crafting for mods
Summary
Bugfixes "fix software crafting for mods"
Purpose of change
- Fix #79647
- Fix #80643
In short, the recipe for MatheMAX in "XEDRA: Evolved" specifies putting the newly crafted software into a usb_drive, but instead puts the software in the crafter's hands.
Describe the solution
Adds some checks for e-storage when putting items in containers. This can be safely done because a raw software item should never be obtained and therefore it should never be possible to put it into a container in any case other than item spawning (crafting) or the activity actor that specially handles it.
Describe alternatives you've considered
Testing
Crafted MatheMAX successfully in "XEDRA: Evolved"
Additional context
Tests kicked cause I couldn't find the error causing this
+ echo '--mods=dda,xedra_evolved,skyisland,innawood,magiclysm,mindovermatter,DinoMod,defense_mode,bombastic_perkstest exited with code 255'
+ exit_code=1
+ '[' 0 -ne 0 ']'
+ return 1
--mods=dda,xedra_evolved,skyisland,innawood,magiclysm,mindovermatter,DinoMod,defense_mode,bombastic_perkstest exited with code 255
OK yep it has failed with the exact same error.
Sorry, been busy, I'll test it on my end and draft for now
(all_mods)=> electrokinetic_see_electric_knack (spell_type) has two definitions from the same source (mindovermatter)!
Looks for me like the actual bug we had a while ago, rebasing should fix it
/trop run backport
The backport process for this PR has been manually initiated - here we go! :D
/trop run backport
The backport process for this PR has been manually initiated - here we go! :D
I have automatically backported this PR to "0.I-branch", please check out #81764