Closed Aivean closed 7 years ago
The entire vehicle system needs overhaul, add this to the checklist. :D
The problem here is the reactor is acting like neither an engine nor a battery. if it acts like an engine it should top off batteries, if it's a battery it should be redefined as such so you can run your hotplates off of it. I favor the first aporoach, it should just produce power all the time.
Meanwhile I found what prevents using appliances by e
xamining:
if( ( has_kitchen || has_chemlab ) && veh->fuel_left( "battery" ) > 0 ) {
selectmenu.addentry( USE_HOTPLATE, true, 'h', _( "Use the hotplate" ) );
}
Everywhere where fuel_left( "battery" )
is checked, it should look like fuel_left( "battery", true, true)
, i.e. should check also connected vehicles and reactors.
Still looking for the part that prevents crafting.
Maybe I'll submit pull request later if I manage to compile tiles build.
Second place (crafting interface):
if (kpart >= 0) {
item hotplate("hotplate", 0);
hotplate.charges = veh->fuel_left("battery", true);
hotplate.item_tags.insert("PSEUDO");
add_item(hotplate);
Same issue, fuel_left
should have third parameter, which enables reactor use.
It seems sensible that all appliances should behave in consistent manner, i.e. either all of them should be powered by minireactor or none of them. Another possible solution would be to make reactor charge batteries (appliances in that case will drain power from batteries).
Reactor is loaded and active, batteries don't charge:
Hotplate is not active in crafting menu:
Steps to reproduce:
e
xamining hotplate — doesn't show as activeBuild:
Mac OS Tiles, downloaded from here http://dev.narc.ro/cataclysm/jenkins-latest/OSX/Tiles/
Also reproducible in older builds (several days old).
Save:
appliances_bug2016-12-16_02.18.27.tar.gz