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Update ModCraftTreeLinkingNode.cs #471

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MrPurple6411
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The only place I can find for tab nodes to be added without their language lines being set is when you only pass the ID and don't give it any display text at all.

Meaning that if your using that method you need to set the language lines yourself.

Changes made in this pull request

  • Add info that ModCraftTreeLinkingNode.AddTabNode(string nameID) does not set language lines
  • Add check if AddModdedCraftingNode(string moddedTechTypeName) fails to find the moddedTechType

Breaking changes

  • People will need to make sure they check if a mod is present before just willy nilly adding craft nodes.

Add info that ModCraftTreeLinkingNode.AddTabNode(string nameID) does not set language lines
Add check if AddModdedCraftingNode(string moddedTechTypeName) fails to find the moddedTechType
@MrPurple6411 MrPurple6411 linked an issue Sep 25, 2023 that may be closed by this pull request
Co-authored-by: Metious <71298690+Metious@users.noreply.github.com>
@MrPurple6411 MrPurple6411 self-assigned this Sep 26, 2023
@MrPurple6411 MrPurple6411 merged commit 3c60186 into SubnauticaModding:master Sep 26, 2023
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@MrPurple6411 MrPurple6411 deleted the issue-with-tab-names branch September 26, 2023 21:02
@github-actions github-actions bot locked and limited conversation to collaborators Sep 26, 2023
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Successfully merging this pull request may close these issues.

CraftTreeHandler.AddTabNode issue with tab names
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