From e9237146a380962ede6e4943e8ff628917c6a93f Mon Sep 17 00:00:00 2001 From: leka1986 <83298840+leka1986@users.noreply.github.com> Date: Tue, 4 Nov 2025 20:09:48 +0100 Subject: [PATCH] Update CTLD.lua Fixed a bug. When dropping crates, while choosing "Drop and build" The first drop will put the crate into a crate that can be loaded but a second later, that crate will be cleaned up due to build. This makes sure that the crates are not in the "load crates" list. --- Moose Development/Moose/Ops/CTLD.lua | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Moose Development/Moose/Ops/CTLD.lua b/Moose Development/Moose/Ops/CTLD.lua index 90d660000..372d32afc 100644 --- a/Moose Development/Moose/Ops/CTLD.lua +++ b/Moose Development/Moose/Ops/CTLD.lua @@ -4240,12 +4240,12 @@ function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop) local build = _build -- #CTLD.Buildable if build.CanBuild then self:_CleanUpCrates(crates,build,number) + self:_RefreshLoadCratesMenu(Group,Unit) if self.buildtime and self.buildtime > 0 then local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate(),MultiDrop) buildtimer:Start(self.buildtime) self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group) - self:__CratesBuildStarted(1,Group,Unit,build.Name) - self:_RefreshDropTroopsMenu(Group,Unit) + self:__CratesBuildStarted(1,Group,Unit,build.Name) else self:_BuildObjectFromCrates(Group,Unit,build,false,nil,MultiDrop) end