Tick
Tick
Labels: 1.6, Odyssey, Bug, low prio Error appears to be harmless. Crash Landing with a gravship destroys parts of it. In some cases, things get destroyed and then synced, which...
Labels: Enhancement, Good first issue Some method names are still written as string literals instead of using nameof(Thing.Tick). This makes it harder to quickly locate patched methods. It would be...
Label: 1.6, Bug ~~Odyssey?!~~ ### Issue: In both single-faction and multi-faction play, in the quest when a shuttle crashes onto the map with friendly pawns to be defended, some of...
1.6, Bug, Low prio (I think in 1.5 this has not been an issue - but not tested there) The path indicator for a drafted pawn is missing. You have...
Label: 1.6, 1.5, Multifaction, desync, low prio (I only tested it in 1.5 once) Attacking a colony with a transport pod in multifaction play causes frequent desyncs as soon as...
Label: Multifaction, 1.5, 1.6, Enhancement, low prio In the `FactionCreator`, we could make better use of various `ScenPart` methods such as `PreMapGenerate` and `PostGameStart`. Some of the code we've already...
Label: 1.6, 1.5, enhancement, low prio ### Issue: Missing `Multiplayer.Client == null` Guard in `MultifactionPatches.cs` While working on the Camp Abandon fix #603 , I discovered that one of our...
**Label: Multifaction, Bug, 1.5** ### ModList: Prepatcher, Harmony, Core, Biotech, Ideology, Multiplayer ### Reproduce: 1. Be in a multifaction game 2. Create a new faction 3. Randomize a pawn until...
**Label: Multifaction, 1.6 (most likely 1.5, untested), Bug, Low Priority, Anomaly** ### Issue The StrangeSignal quest throws an error in multifaction games shortly after the quest is accepted. The quest...
Hey, The work is still in progress, but I'm opening this draft PR to avoid losing any changes — and in case someone else wants to pick it up. I'm...