[BUG] Unrepairable Damage To Scanner Rooms (experimental 55530)
Kurasu
Join Date: 2017-06-24 Member: 231322Members
Create a scanner room.
Take the camera out.
Run it into a room in your base firmly.
You'll notice that there is damage to that room, which can be repaired using your repair tool.
Now take the camera out.
Run it into the scanner room.
The lights go dim and there is the sound effect of a damaged room (the static and hissing), but the 'repair spot' is completely nonexistent/invisible. Thus, you can't fix it (I've tried!)
Found this out when I accidentally crashed a camera into the side of the building while trying to re-dock it to recharge. I am not graceful.
Take the camera out.
Run it into a room in your base firmly.
You'll notice that there is damage to that room, which can be repaired using your repair tool.
Now take the camera out.
Run it into the scanner room.
The lights go dim and there is the sound effect of a damaged room (the static and hissing), but the 'repair spot' is completely nonexistent/invisible. Thus, you can't fix it (I've tried!)
Found this out when I accidentally crashed a camera into the side of the building while trying to re-dock it to recharge. I am not graceful.
Comments
I mean... if you can't safely drive something as small as the camera, there is NO WAY we're letting you drive something as large as the Cyclops. Ain't no way!
Gonna have to try this out when I get home. Sounds like a very strange issue. I wouldn't think a camera would cause any damage to anything. For example, when they had the bug with survival knife causing damage to the base, I performed other tests and found crashing the Seamoth into the base didn't cause damage. Thus, it seems extremely surprising to hear a camera crash causes base damage.
..... there's a reason I haven't made a Cyclops but once. And even then I used it as a 'mobile base'. On the surface.
*cough*
I was a bit surprised, too. The crash into the second building was to test the theory (which I couldn't believe) that the camera caused it. So I deliberately rammed the camera into the side of a moonpool. Boom. Damage at the point of impact.
You don't even have to hit it that hard, for the record. Way less speed than a seamoth would have to be going to cause damage to itself by hitting a fish.
I can guarantee a camera does base damage. Whether it *should* or not is a good question.
Ramming a Moonpool with your seamoth does *not* do damage to the room (the Seamoth, however, it does).
Neither does ramming a scanner room or a multipurpose room. Even at full speed, doing almost 10% damage to your seamoth, it doesn't do any base damage.
Punching them with a PRAWN suit does (using the basic fist; I don't have a drill equipped at the moment) and quite spectacularly. However, the same thing happens here as with the camera drone: if you break the Scanner room, there is nothing to repair even though it's broken.
Yeah, so if the Seamoth doesn't do base damage, then there is no way a camera should do damage. That's definitely a bug!
1. Build a Scanner Room
2. Launch one of the cameras
3. Deconstruct the Scanner Room
4. Construct the Scanner Room.
Now I have 3 drones numbered:
2
2
3
1. Construct Scanner room.
2. Construct Hatch
3. Construct Solar panel
4. launch camera to damage scanner room to verify bug. All Good!
5. Deconstruct Scanner room, etc
6. Construct Scanner Room, Hatch, Solar Panel
7. Try to reproduce the bug.
But I can't! Now, with the deconstructed scanner room that I reconstructed, when I damage it, I can repair it just fine.
It is still a bug that camera drones can damage it at all. But I can't now re-create the problem where there is an invisible leak. Frustrating!
https://drive.google.com/drive/folders/0B-t_orVupbD9b1lSUkZPeWg4MkU
Damaged the walls with the camera. Still invisible cracks here.
That's any room type, IIRC. If it's damaged by weak HP, then deconstructed, the base is reinforced or whatever, when that component is added back on at whatever point in the future, it will be in a damaged state (but you can repair it). Which is IMHO a bug as it's been deconstructed, and built fresh. Maybe it's to prevent insta-fixing by deconstructing 1% and reconstructing?
Should be fixed as of 55259.
It was actually a bug - the resources weren't getting freed so the base thought it still had a room there. It was leading to performance problems on large bases and also properties of the old room (e.g., amount of damage) leaking into the new room.
You can get cameras by removing them from the base, disassembling it, reassembling it, and boom. New cameras.
I have four cameras right now because of taking my old cameras out of the base, realizing I should move it to a better location later, deconstructing it (expecting it would take the cameras with), and reconstructing it elsewhere.... thus getting two new cameras.
They even appropriately renumbered when I put them in lockers (because I didn't know what to do with them) and later reloaded.
They will even steal them right off the Scanner room if you build too close to one of their nests.
And that would be the exact reason I moved my original placement of the scanner, actually. Stalkers playing football with my cameras.
1. Build the Scanner room
2. Remove two scanner drones
3. Deconstruct the Scanner Room
4. Build the Scanner Room
5. Remove two scanner drones
etc.
If you were really bored, you could soon have a hundred camera drones.
Personally, this little exploit is one I hope they never fix. Yes, it totally spoils immersion for the building aspect. But, on the other hand, consider how the game works usually:
1. Build a Scanner Room.
2. Go away for 10 minutes.
3. Come back and discover you only have one Scanner Drone left because the Stalkers "ate" one.
This *ALWAYS* happens. In addition, I might argue that practically NONE of us even use the Scanner Drones. So, if you started requiring both to be in place before I could deconstruct the Scanner Room, well... that would be a PITA!