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I've been trying to track through an issue that I've sometimes seen, where some walls just aren't deconstructed when trying to do so.
What I have found is there is logic in the code to prevent deconstructing a wall if there is a hard vacuum on one side and atmosphere on the other. While this makes some sense, not knowing this was a "feature" I ended up really annoyed, and I'm sure I'm not the only one that won't be.
What I'm thinking we should do is one of the following two options:
(DF method)- Allow the job to be added to the queue, but do the check before actually knocking down the wall (Hot/Wet in DF)
Continue doing what we are doing, but allow it to be veto'd if done a second time.
In any case, I think if we try to do so a second time it should keep the same mode. Some ways this could be shown:
A short dialog on the bottom of the screen (Android Toast/ Snack Bar).
A sound.
Short lived icon.
The text was updated successfully, but these errors were encountered:
I've always been of the school to let the player screw up if they want.. As a side note, the override as I recall is directly issuing the deconstruct from context menu.
However, if it is to be kept, I think a short-lived icon is best, a toast would have to be coded mainly from scratch, and may also get in the way/be annoying. A sound is hard to look up a meaning for (though a visual icon can be hard to look up, people can at least describe it better and more consistently than they can a sound) or for us to show a "what this means" somewhere, and may not be directly obvious what caused it to issue.
However, a third approach (long-term) might be to do both icon and toast... if we have a general use for toasts, primarily I am thinking a "tips" system that would work well with toasts, like first time someone tries to disassemble a wall that will break pressure, it gives the hint "You can't disassemble a wall between a pressurized area and a vacuum area just by clicking, you have to do " and it also shows the icon, so that kind of teaches them what that icon means, and in the future they can get the information only from the icon. I don't know how easy or hard such a system would be, which is why I mention it only as a long term possibility.
I've been trying to track through an issue that I've sometimes seen, where some walls just aren't deconstructed when trying to do so.
What I have found is there is logic in the code to prevent deconstructing a wall if there is a hard vacuum on one side and atmosphere on the other. While this makes some sense, not knowing this was a "feature" I ended up really annoyed, and I'm sure I'm not the only one that won't be.
What I'm thinking we should do is one of the following two options:
In any case, I think if we try to do so a second time it should keep the same mode. Some ways this could be shown:
The text was updated successfully, but these errors were encountered: