CustomSpawns
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Sanity check not acted upon
Oi oi. Check out Diplomacy.ForcedWarPeaceBehaviour.GetDiplomacyFromValidClans()
. You seem to be still trying to look for a clan when you know it's not there. Is that an oversight or intended behavior? C:
Hello, it is indeed an unintented behaviour. Good catch ! Adding the continue statement will be good enough.
Ye, that's what I ended up doing in my manual hotfix. C: Can't push a new branch to this repo though.
In relation to this, I've also opted to remove exception throwing in SetWarIfPossible() because it looks like that case shouldn't be fatal. I haven't been digging into the code to determine if it has consequences further down, but it looks like it could just be logged as a warning and ignored instead of crashing the whole thing. C: