Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I tested a bit more, and it looks like this only happens when *all* items in a recipe are marked as unconsumable. As long as at least one item is consumed, everything works fine.

(For context, I am using the system for an investigation-type scenario where you get the different clues as items, and then you can combine them to create new clues. So I've been marking all the "ingredients" as unconsumable, because you'd still have them after "analyzing" them.)

Alright, I can work with that. The function that removes the items from the inventory after a successful craft works from a list of the ingredients, and the list is only populated with the ingredients that were actually consumed, so if the list was empty, instead of just moving on, it tries to read an object that doesn't exist and fails instead.

I should be able to get that sorted out fairly soon.

I found the issue and have it corrected in the latest version. Please give that a download and make sure everything is working as it should be.

It's working perfectly now, thank you!