Closed sumghai closed 3 years ago
Passability has been fixed.
I've made contact with Kentington, who is one of the authors of SOS2. He may have some insight as to the root cause of this issue.
Kentington has discovered the cause of the invisible blocker despawning issue:
[11:21 PM] Kentington : Ahh! I think I know what's going on here. We're both trying to manually despawn the invisible blocker, resulting in a race condition. Depending on whether the ship or the med pod tries to despawn the invisible blocker first, the other is left without a target. [11:22 PM] Kentington : I'll see if I can fix things on my end - it's the natural place to start. [11:33 PM] Kentington : There we go. Added a check to make sure objects were spawned before despawning them, and it solved the issue - it'll release with the next update. [11:33 PM] Kentington : Thanks for bringing this to my attention.
Looks like this is done :)
Although MedPod is already compatible with Save Our Ship 2, I've noticed a minor niggle where a ship hull cannot be built around a region where MedPods are already installed.
I suspect this is due to my overzealous use of the
impassable
tag in XML in the invisible blocker def used for the MedPod's main machinery housing region, which interferes with how SOS2 generates roofing for ship hulls, so I should probably set them to have a very high passability cost.Also:
There needs a way to prevent items from being dropped on the MedPod's otherwise-impassable main machinery housing, since we're doing away with the(Disregarding this, just like for Replimat)impassable
tag. The DontBlockDoor mod might have some useful code I could borrow.