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Both options for add or remove path links is missing in the latest build.
This makes linking a path node to another impossible so completing a circuit cannot be done.
These options are in the previous build but when viewing paths. they seem to have issues such as linking in the wrong places or links being broken which is not the case in the latest build.
Issue 2
I am working on a fairly large project involving lots of nodes and node bounds.
I have found that certain nodes/bounds cause a strange issue... if you work on certain nodes then save the .ynd files to come back and work on later then close CW and re-open the re-load your nodesxxx.ynd files they will load fine and nodes can be moved around, but if you try to add a new node CW will reload the ynd files from the base game or mod chosen as well as keep you custom node files open, this causes the GUI to go a bit crazy.
Only fix currently is to copy your custom nodes into the base game/mod chosen so CW loads them as default.
Wasted probably more than 10 hours because of this bug then figured out the workaround.
The text was updated successfully, but these errors were encountered:
Issue 1
Both options for add or remove path links is missing in the latest build.
This makes linking a path node to another impossible so completing a circuit cannot be done.
These options are in the previous build but when viewing paths. they seem to have issues such as linking in the wrong places or links being broken which is not the case in the latest build.
Issue 2
I am working on a fairly large project involving lots of nodes and node bounds.
I have found that certain nodes/bounds cause a strange issue... if you work on certain nodes then save the .ynd files to come back and work on later then close CW and re-open the re-load your nodesxxx.ynd files they will load fine and nodes can be moved around, but if you try to add a new node CW will reload the ynd files from the base game or mod chosen as well as keep you custom node files open, this causes the GUI to go a bit crazy.
Only fix currently is to copy your custom nodes into the base game/mod chosen so CW loads them as default.
Wasted probably more than 10 hours because of this bug then figured out the workaround.
The text was updated successfully, but these errors were encountered: