0
Fixed

Repairing broken slots may yield intact components

Mr. Fusion 2 years ago updated by Tyler Owen (Lead Developer) 2 years ago 8

When I repaired a failed tank slot on a Water Reclaimer which was filled with the large canister (the metal one, not the bladder type, can't remember the exact name at the moment), I got the good version of it which I could immediately put back.


When I repaired a failed fuse slot with a broken fuse in it, however, I got a broken fuse as expected.


Since testing all slots/components in game would be difficult, maybe a thorough review of the functionality would be better to catch any similar mistakes.

Under review

I'll check on this soon.

Now I had this happen with a fuse, a storage tank and a carbon filter, all of which were in initially broken slots of a hab I discovered just then.


I wonder if it may happen only for system slots which were initialized / created as broken with a (should be failed) component in them, but not when slots / components break later due to over time degradation?

Planned

I think you may be correct about that assumption. I believe that the item id number is changed when the component breaks and I forgot to have it change the item id number when populating broken parts when the game starts. This should be an easy fix. Thanks.


Also, since you are such a regular poster on here I thought I would let you know that I'm a bit behind with updates over the last few weeks because my wife just got a new job that is requiring us to move. We are in the process of buying a house and so things are kind of crazy. I hope to get back to a regular development schedule early next week.

Based on some limited test opportunity I had so far (with slots starting with broken components), this issue appears to have been fixed.

And now it's back in 0.64.1. Initially broken slots again give good components instead of broken ones.

Under review

Just when you think you've squashed something and it comes right back! Thanks. I'll check on it.

Fixed

Ok, I think I got it this time. There's a few too many possibilities for me to test right now, but it's a fairly minor bug so I'm going to move on to some other fixes. This should be fixed in the next update.