Captain Murphy and I have been doing some testing on the Vortex regarding sub-entities, and we think we've either found a bug or an annoying feature. When the player ship has sub-entities and these are removed, the ships trade_in_factor drops (by 3 for example when you remove a turret from a vortex). However when you restore the sub-entities the trade_in_factor does not get restored.
This rather gets in the way of using scripting to remove and restore sub-entities (for example to turn on and off the Vortex turrets) plus this is probably what is triggering the well known problem with rogue maintenance overhauls being offered on such ships.
For me this is a bug, as it's rather crippling doing anything script-wise with sub-entities.
Subentities and trade_in_factor
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Subentities and trade_in_factor
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Re: Subentities and trade_in_factor
Sounds like a bug indeed... will post back when fixed!
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Re: Subentities and trade_in_factor
I admire the man's confidence.Kaks wrote:Sounds like a bug indeed... will post back when fixed!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
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Re: Subentities and trade_in_factor
This bug should be fixed on r4594. Please check tonight's nightly build.
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Re: Subentities and trade_in_factor
That seems to have done the trick my end another_commander. I see that removal still reduces ship_trade_in_factor by 3 for each subent, but that restoration now adds it back in, which is now observed behaviour in game for the Vortex. I've repeated earlier tests with debug console and done a few test flights and no spurious maintenance offers.
Do I get a prize for the quickest download of a new nightly build.....
Do I get a prize for the quickest download of a new nightly build.....
Oolite Nightly Build Status (Windows)
Generated on Sun Aug 14 02:51:18 UTC 2011
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Build date: Sun Aug 14 02:51:17 UTC 2011
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