This isn't a super likely scenario, but if in the event the player is in range of two oscillating fans the closest one is off, even if the second one is on the player won't dry. Offending code is here in the moisture component's script:
function Moisture:GetDryingRate() [...] local x, y, z = GetPlayer().Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 30, {"blows_air"}) local fanNearby = (#ents > 0) if fanNearby and ents[1].components.machine:IsOn() then rate = rate + TUNING.HYDRO_BONUS_COOL_RATE end
It only checks if the first discovered entity with the "blows_air" tag is on instead of checking entities until it finds one that is.
Steps to Reproduce
Build two fans, turn the furthest one on and leave the closest off, and start some rain.
Build two fans, turn the furthest one on and leave the closest off, and start some rain.
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.