This was reported in the beta a few times, but I feel like it's worth bringing up again because of the confusion it causes, even if might not be an oversight? Though maybe it is.
As explained in the first thread, this is due to being handled by the "firemelt" events, which are only fired by propagators or when the player is set on fire (only for "frozen" tag items).
inst:ListenForEvent("firemelt", OnFireMelt) inst:ListenForEvent("stopfiremelt", OnStopFireMelt) inst:ListenForEvent("onputininventory", OnStopFireMelt)
For the Desiccants, there's no downside to them if affected by a fire, if anything it's what you'd want to get rid of the accumulated moisture (well, if it's not raining or so), so it's weird that you can't dry them unless a propagator that can fire these events is used.
Maybe another method that looks for nearby heat sources could be used? There's a bunch of entities that search for heat sources in intervals, maybe some slow updates could handle this to not tank performance. This could also allow it to work from the inventory without needing to drop them (unless the requirement to drop them is intentional).
Going slightly off-topic here but:
You can argue that it's weird in the first place that only propagators are able to melt things like ice glaciers, ice, etc, it at least makes some sense from a gameplay perspective as they're not "dangerous" fires and they're "contained". You could still address the whole thing to make it more intuitive and consistent though.
It's also the case for unfreezing frozen entities (player included), as only propagating fires can unfreeze them. I feel like some of this stuff needs to be looked at a little bit to make a bit more sense (like an update to these systems similar to how electricity got changed to be more consistent and intuitive across the board), it probably shouldn't be handled by the propagator component, but maybe the burnable or heater component? Maybe using intervals to detect entities that want to be affected by these things? Maybe some filtering for stuff that specifically can only be affected by propagators? Dunno, just throwing some ideas out there.
- Put a saturated Desiccant near a Firepit, Scaled Furnace, etc (while it's not raining).
- Notice how it won't dry at all.
- Now do this with a standard campfire, Dwarf Star, etc.
- Notice how it will dry slowly.
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