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Everything that is on artificial objects at anchor flies into the textures. (example. on a bridge, on stones in the form of a springboard, etc. it is impossible to anchor, but if we try to anchor, we will instantly fall through the textures of this object, yes, we will anchor, but in the texture of the object on which we anchored.
Example 2 (quests on the bridge, those who should be on the bridge, they are in the textures of the bridge. And these are our first cool guns.)
Even after deleting the mod and loading the save, the monster was saved in the textures of the bridge, we had to start the game again.
Since many of my mods are using a shared backend, it is highly advised you update all my mods you have active by un-subbing and re-subbing to them while the TerraTech is not running. If any of them are out of date, it may cause the mod to crash.
The R&D Test Chamber DLC is not required by this mod, but I use it to load into the game faster to test things because it takes less time to load into R&D than other modes due to the lack of scenery in the starting area.
The log file is at: C:/Users/userName/AppData/LocalLow/Payload/TerraTech/output_log.txt
<b>Multiplayer:</b> False <b>Mods:</b> [See Below Stack Trace] Count: 18 Stack Trace <b>Error:</b> MissingMethodException: int Circuits/BlockChargeData.get_HighestChargeReceived()
Event`3[A,B,C].Send (A paramA, B paramB, C paramC)
ManPointer.CheckMouseEvent (System.Int32 button, ManPointer+Event eventType, UnityEngine.Vector3& downPos)
ManPointer.UpdateMouseEvents ()
ManPointer.Update () Mods
0ModManager, Random Additions, Mod Saves, NuterraSteam, Active Defenses, Increased Range, BlockChangePatcher, NativeOptions, Harmony, ConfigHelper, TechComponent Injector, Weapon Aim Mod, Rafs' Skins Megapack, BlackWing Blocks, Lemon Kingdom, NOVA Destroyer Expansion Pack, NOVA Frigate Starter Pack, NOVA Arsenal, NOVA. Huh, update to 1.5.2 PLS
Cannot update to Unstable - More than 10 times the players using this mod play with it on Stable and managing 6+ mods I simply do not have the time to manage both Stable and Unstable branches for all my mods.
You will have to wait for the Unstable features to hit Stable before the mod can update safely
Please do not use the mod on Unstable Branch beta.
When Unstable Branch beta becomes the Stable Branch, the mod will be updated.
This does not contain any blocks with Hangar Module but there are upcoming blocks from other modders which may use the module.