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Everything I craft is wet


DarkXero
  • Version: PC/MAC/Linux Fixed

Problem in Builder:DoBuild(recname, pt, rotation):

        local prod = SpawnPrefab(recipe.product)
        if prod then

        	if prod and prod.components.moisturelistener and wetLevel then
				prod.components.moisturelistener.moisture = wetLevel
				prod.components.moisturelistener:DoUpdate()
        	end

The moisture update comes BEFORE setting position/owner of the prefab.

Which means it defaults to position (0, 0, 0).

 

Inside MoistureListener:UpdateMoisture(dt), the following triggers:

		if not (self.inst.components.inventoryitem and self.inst.components.inventoryitem.owner) then 
			if self.inst.Transform then 
				local x,y,z = self.inst.Transform:GetWorldPosition()
				if x and y and z then 
					if GetWorld().Flooding ~= nil and GetWorld().Flooding:OnFlood(x, y, z) then
						self.moisture = math.max(self.moisture, TUNING.MOISTURE_FLOOD_WETNESS)
					end		
				end 
			end 
		end

The item doesn't have an owner, but it has the defaulted (0, 0, 0).

If by any chance, that position is flooded, then the crafted item will be wet, no matter where you are.

 

Solution: delay the update to the next frame (after position/owner is setup) or insert the code after prod is built (but before the returns).

local function DelayedMoistureUpdate(prod, wetLevel)
	prod.components.moisturelistener.moisture = wetLevel or 0
	prod.components.moisturelistener:DoUpdate()
end

function Builder:DoBuild(recname, pt, rotation)
    local recipe = GetRecipe(recname)
    local buffered = self:IsBuildBuffered(recname)

    if recipe and self:IsBuildBuffered(recname) or self:CanBuild(recname) then
    	
    	local wetLevel = 0
		if self.buffered_builds[recname] then
			wetLevel = self.buffered_builds[recname].wetLevel
			self.buffered_builds[recname] = nil
        else
        	local mats = self:GetIngredients(recname)
        	wetLevel = self:GetIngredientWetness(mats) or 0
			self:RemoveIngredients(mats)
		end
		
        local prod = SpawnPrefab(recipe.product)
        if prod then

        	if prod and prod.components.moisturelistener and wetLevel then
				prod:DoTaskInTime(0, DelayedMoistureUpdate, wetLevel)
        	end

 


Steps to Reproduce
Flood position (0, 0, 0) and craft stuff.
  • Like 3



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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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