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Due to the conversion to a byte (even though it actually is a float), it'll require a full unit of change. This was an oversight on my part when I made the pull-request, attempting to not differ too much from existing reagents, so unless a floating point value would hinder the UI (or otherwise something) this should likely be changed to allow more freedom.
Unless I forget, I'll make a pull request in a bit, referencing this issue, after testing to ensure it doesn't break with the Display of energy, or otherwise throw an error.
The text was updated successfully, but these errors were encountered:
KoboldKare/Assets/KoboldKare/Scripts/Reagents/ReagentEffects/MaxEnergyReagentEffect.cs
Line 9 in b648607
Due to the conversion to a byte (even though it actually is a float), it'll require a full unit of change. This was an oversight on my part when I made the pull-request, attempting to not differ too much from existing reagents, so unless a floating point value would hinder the UI (or otherwise something) this should likely be changed to allow more freedom.
Unless I forget, I'll make a pull request in a bit, referencing this issue, after testing to ensure it doesn't break with the Display of energy, or otherwise throw an error.
The text was updated successfully, but these errors were encountered: