Charcoal is spawned in interior limbo instead from a extinguished max-fuel campfire/fire pit when players is out of interior.
The following code I used can fix the bug:
For Campfire:
if inst.queued_charcoal then if inst.interior then local charcoal = SpawnPrefab("charcoal") charcoal.Transform:SetPosition(inst.Transform:GetWorldPosition()) charcoal.Physics:SetVel(math.random()*math.cos(math.random()*2*PI), GetRandomWithVariance(12, 3), math.random()*math.sin(math.random()*2*PI)) GetInteriorSpawner():AddPrefabToInterior(charcoal, inst.interior) else SpawnPrefab("charcoal").Transform:SetPosition(inst.Transform:GetWorldPosition()) end inst.queued_charcoal = nil else SpawnPrefab("ash").Transform:SetPosition(inst.Transform:GetWorldPosition()) end
For Fire Pit of any kind:
if inst.queued_charcoal then
if inst.interior then
local charcoal = SpawnPrefab("charcoal")
charcoal.Transform:SetPosition(inst.Transform:GetWorldPosition())
charcoal.Physics:SetVel(math.random()*math.cos(math.random()*2*PI), GetRandomWithVariance(12, 3), math.random()*math.sin(math.random()*2*PI))
GetInteriorSpawner():AddPrefabToInterior(charcoal, inst.interior)
else
inst.components.lootdropper:SpawnLootPrefab("charcoal")
end
inst.queued_charcoal = nil
end
(For Obsidian Fire pit, needing:
for i=1,2 do ... end
)
Steps to Reproduce
1. Build campfire / fire pit of any kind in a interior.
2. Fuel the fire to max level.
3. Player leave the interior.
4. Wait for the fire extinguished.
5. Enter the interior, no Charcoal appears (it spawns in the void instead)
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.
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now