Exosuit Dock giving "Not operational" error


NckBuLLetZZ
  • Branch: Preview Branch Version: Steam Fixed

When I build all the necessary exosuit buildings. I can request a suit be placed in the locker, but then it either fails completely, or I use it once, and when the suit gets put back into the locker, it goes "Not operational". 

I'm also confused by the gas intake...is it the fabricator that needs to be surrounded by oxygen so that it can pump O2 into the suit at the locker? 

Either way, I'm also getting at error that the dock thinks it isn't adjacent to the checkpoint, which it obviously is.

OxygenNotIncluded 2017-09-22 18-46-36-42.jpg

OxygenNotIncluded 2017-09-22 18-50-46-31.jpg


Steps to Reproduce
Once locker has an exosuit, cannot be used multiple times without it failing and the locker going into a non operational mode.

Status: Fixed

This issue has been fixed in either a future version or updated in a previous version.


  • Like 1
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User Feedback


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.
.... ....

So it seems to lock onto the the furthest building in a series of adjacent buildings?

20170922224345_1.thumb.jpg.16e8fa244df815140e067e8ee112a1f4.jpg

Yep, when I destroyed the deodorizer the "No check point" status cleared. They were able to operate the suits fine, though.

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24 minutes ago, Whispershade said:

So it seems to lock onto the the furthest building in a series of adjacent buildings?

Here's the decompiled code:

while (true)
{
	int cell2 = Grid.OffsetCell(cell, num, 0);
	if (!Grid.IsValidCell(cell2))
	{
		break;
	}
	GameObject gameObject = Grid.Objects[cell2, 1];
	if (gameObject == null)
	{
		break;
	}
	if (!(gameObject.GetComponent<SuitLocker>() != null))
	{
		suitMarker = gameObject.GetComponent<SuitMarker>();
	}
	num++;
}

I changed that to this:

while (suitMarker == null)
{
	int cell2 = Grid.OffsetCell(cell, num, 0);
	if (!Grid.IsValidCell(cell2))
	{
		break;
	}
	GameObject gameObject = Grid.Objects[cell2, 1];
	if (gameObject == null)
	{
		break;
	}
	suitMarker = gameObject.GetComponent<SuitMarker>();
	num++;
}

Now it locks on to the first one encountered instead of the last "not SuitLocker"'s SuitMarker.
 

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