Grid Sage Forums

Cogmind => Bugs => Fixed Bugs & Non-Bugs => Topic started by: R-26 Lightspeed on November 24, 2021, 10:28:25 AM

Title: [10.2] A destroyed 0b10 cave outpost's storage shell is "active" yet broken
Post by: R-26 Lightspeed on November 24, 2021, 10:28:25 AM
Seed : TeslaSignalShredder (rogue)
Location : Near the beginning of -3 Proximity Caves. (It's the only outpost in the area.)
Title: Re: [10.2] A destroyed 0b10 cave outpost's storage shell is "active" yet broken
Post by: Kyzrati on November 24, 2021, 04:12:43 PM
Yeah this is a normal condition for non-machine piece which has been allowed to do that because it's just a type of non-powered barrier, so according to the prefabs technically each piece is still operating individually (like a wall) in that case. There are a number of other cases of this, because I'd have to go in manually and set each one to an alternate state, which is likely not even possible without new features in the scripting system.

I'll have to investigate whether it's feasible or not, but it might not be worth the time, we'll see.
Title: Re: [10.2] A destroyed 0b10 cave outpost's storage shell is "active" yet broken
Post by: Kyzrati on December 01, 2021, 12:51:10 AM
Doesn't seem to widespread at all, actually. Might only be some of those particular 0b10 cave outposts, so I fixed those for Beta 11.