Default foundation swatch not applying immediately
On my custom foundations with ficsit or concrete material, changing the default swatch doesn't change the foundations color unless it is updated(?)
21 Replies
On the normal foundations when doing that, the color updates instantly and doesn't need to be hovered over to be updated
Which default swatch is applied to your buildable?
should be this one
It's the correct one 🤔
That might be a more complicated problem because I reloaded the game earlier and it was not the same set of foundations that acted like that. For example in the video I posted it affects foundations of 1m, 2m, 4m of the ficsit set, concrete, coated concrete, and asphalt. But just before that and without changing anything, it affected foundations of 4m only and only on the ficsit set and the concrete set
Things are happening in your video a little to quick, but it looks like they changed their color after you hit one with a dismantle trace?
Can you take a better video
Yeah it looks like it updates when hovering with the dismantle gun
Sure
Don't mind the snapping, it's still broken
Hmm, I have never seen that before. Your parts are setup to use the lightweight system, correct?
Yep
Have you put any logic in the builder? Overriden any functions?
Don't think so
What is the parent class?
FGBuildable Foundation Lightweight
I'm guessing this is some sort of bug with the lightweight subsystem.
Solution
I think it might be related to this bug actually
https://www.youtube.com/watch?v=JvDrlzVnk3k
That's a bug I encountered in vanilla that seems really similar
Those grey foundations I never colored but they appear as colored for some reason, hovering over them makes them update
Yeah, they look similar
Alright thanks, I'm gonna let it like that for the moment, maybe a fix will pop up in the future
It's not that bad of a bug as well
Check the QA site and see if there are any posts about it yet
I actually posted this bug already https://questions.satisfactorygame.com/post/66fae44f772a987f4a8dd93f
I posted two in the same post technically but it feels like the same bug