Releases: magarellivito09-boop/Village-Recruits-Issues
Releases · magarellivito09-boop/Village-Recruits-Issues
Release list
Test build 1.0.7.93TC-53
Published by pippopippo233333.
Back up your world before installing it.
What changed in 1.0.7.93TC-53 — vehicles
Deploying a vehicle for real turned up three bugs in how one is crewed and loaded:
- An APC now carries its whole squad. Firing ports (
MG1,MG2— the loopholes beside a
passenger seat) were being counted as crew positions, so abradleymarched out with four men
instead of six. A numberedMG<n>is a passenger's port, not a crew slot. The tank commander's
PassengerMachineGunis still a real second gunner. - Vehicles no longer haul mortar shells they cannot fire. The artillery check matched the text
"MAIN", andMainMachineGuncontains it — so every APC and tank was loaded with mortar rounds.
It now asks the vehicle's kind instead. - The hold is no longer stuffed with dead weight. A vehicle's cargo hold accepts anything, so
a freshbradleyended up with roughly twenty kinds of ammunition aboard. The load is now one or
two rounds per role.
What to test
/vrvehicle look— it now prints, per weapon, the rounds that weapon actually has
(Cannon §a(128),Missile §c(0)). A weapon reading zero after a load is a bug — please report
it. It also names every seat and why it was classified:driver,gunner,passenger, or
passenger (firing port).- Deploy a
bmp_2orbradleyand confirm six passengers board it, with the driver acting as
the gunner. - Deploy an
m_1a_2(crew of 2) and asodayo_pick_up_hmg(driver + the gun in the bed). - Check the hold: only ammunition the vehicle's own guns can chamber should be aboard.
Reporting a bug
Open an issue here: https://magarellivito09-boop.github.io/Village-Recruits-Issues/
Include your /vrversion string, your Forge / Recruits / Workers versions, an attached latest.log,
reproduction steps, which Recruits addons you have installed, and the colour of the login
status lines — a gun mod installed without its compat mod is the single most common dead end.