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Menu repair consumes resources when boat is at full health

Pending 1.2.0

HunterZ
HunterZ

Posted

If a boat is at full health, the menu option to repair it will still either consume resources, or complain that you don't have enough resources.

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ninco90

Posted

I suppose it's because you have some deployable that can be repaired, since it also repairs objects, not just the ship's building blocks.

ninco90

Posted

Yes, ideally, it would request the corresponding repair resources for each type of damaged object. But I have no idea how to do something so specific; it seems too complicated.

Perhaps it would be better to add an option to exclude deployables and only repair building blocks.

HunterZ

Posted

7 hours ago, ninco90 said:

I suppose it's because you have some deployable that can be repaired, since it also repairs objects, not just the ship's building blocks.

Part of the issue is it always tries to consume repair cost, even after I just repaired. Is it maybe failing to repair something?

HunterZ

Posted

7 hours ago, ninco90 said:

Yes, ideally, it would request the corresponding repair resources for each type of damaged object. But I have no idea how to do something so specific; it seems too complicated.

Perhaps it would be better to add an option to exclude deployables and only repair building blocks.

Complicated but doable probably: There's probably game logic for determining an entity's repair cost. Could create a temporary dictionary of counts by item ID, then loop over deployables and sum each one's costs into the dictionary.

ninco90

Posted

I'll take a look and try this out further.

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