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idk if unlabelled clothing guid searches and manually creating 400+ lines of loot code fried my brain back in december or what, but the gas mask thing had an embarrassingly simple solution
need to do some more testing later today-ish and the update will be pushed
not gonna fight the game's code a second time over christmas
modded masks have *slightly* lower rates in military containers (spawn chance is 4 -> 3 %), but that's to reduce interference with high tier loot spawns. Everywhere else has identical chances to vanilla
Modding this game, despite support for such, becomes a pain once you stray from more commonly touched areas lol. Ambiguous documentation does not help
I assume that the function to greenlight the mask works when just previewing a recipe but the other function (when you go to actually craft) decides to commit sudoku randomly haha.
mod breaks at a vanilla code line, "if item:isRequiresEquippedBothHands () then", no.207 of file ISEquipWeaponAction.lua
did a brief check of the call stack and I think the game just shits itself at using the welding torch with a modded mask for no good reason
anyway, apparently it's a recurring issue for modded welding masks in general, but can also break in vanilla; if you get it, your best bet is resetting mods and verifying the integrity of your game files
It does fulfill the requirement when hovering over, let's say, making a Metal Crate, but when the character actually tries to make the crate nothing happens until I get a normal Welder Mask.
Could this be an issue on my end with some kind of mod incopatibility? I made sure I wasn't running anything else that touches masks.