There's currently no bug or unintended functionality due to this at the moment, but there could be later on potentially?
Given that 0 basically means freezing, it's a bit weird to have some temperature functions fall back to 0 instead of nil (and accounting for that).
There are cases like this:
if TUNING.DEER_FIRE_TEMPERATURE > GetEntityTemperature(v) then SetEntityTemperature(v, TUNING.DEER_FIRE_TEMPERATURE) end
Which won't do anything if the entity has neither a temperature or inventoryitemtemperature component, but if there were to be some other functionality in mind, it could technically trigger those as if the entity was at freezing temperature, due to defaulting to 0 (instead of not going through at all).
Given that anything with heaters and their temperature already handles things by defaulting to nil instead of 0, and checking for it, I thought that this should maybe do the same, or at least have some sort of standardized default or fallback that isn't 0 specifically.
Which could either be:
- Local temperature (unless inside a pocket dimension container, in which case world temperature is used as usual)
- TUNING.STARTING_TEMP
Nothing to reproduce in-game at the moment.
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1
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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