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attempt to index local 'recipe' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-343753877/modmain.lua:452 in (upvalue) GetClickedIngredient (Lua) <440-471>
recipe = nil
craftingmenu_ingredients = CraftingMenuIngredients
_ = root
ingredient_root = root
ingredient = nil
NAMES = table: 00000000ABC095A0
name_to_ingredient = table: 0000000056D32CD0
LUA ERROR stack traceback:
../mods/workshop-343753877/scripts/statusannouncer.lua:963 in (method) ChooseStatMessage (Lua) <945-969>
../mods/workshop-343753877/scripts/statusannouncer.lua:877 in () ? (Lua) <876-884>
=(tail call):-1 in () (tail) <-1--1>
../mods/workshop-343753877/modmain.lua:204 in (method) OnMouseButton (Lua) <202-211>
scripts/frontend.lua:1255 in (method) OnMouseButton (Lua) <1248-1260>
scripts/input.lua:179 in (method) OnMouseButton (Lua) <177-182>
scripts/input.lua:438 in () ? (Lua) <437-439>
Trying to announce abis health on beta
I'm using the container:Has function, which is what the game normally uses to check if you have enough ingredients for a crafting recipe. Looks like that in turn is calling stackable:StackSize, which gets synced between client and server by stackable_replica, which is using a "smallbyte" to represent the stack amount, and that's a 6-bit unsigned integer (maximum value 63). Not sure how the elasto chest mod is getting around this but maybe they're doing something clever by also syncing a count of full stacks?
So... might be possible, but I don't see how to do it with a client-only mod, because you'd have to get into server-client syncing code.