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- **Long version:**
- Weird behavior and exceptions when deconstructing or destroying mine shaft under different circumstances. I will label these scenarios.
- **Scenario 1:**
- - `Deconstructing` a mine shaft when `New Layer` is selected throws an exception when a pawn finishes deconstructing.
- - The mine shaft is _not deconstructed_ and the pawn continues attempting to deconstruct it.
- - Attempting this using God Mod does absolutely nothing
- **Scenario 2:**
- - `Deconstructing` a mine shaft when `Layer at depth: ##m` is selected throws an exception when the pawn finishes deconstructing (sometimes???).
- - The mine shaft _is deconstructed_.
- - **The selected layer is destroyed**, which is unexpected. Other layers that were dug will persist.
- **Scenario 3:**
- - `Destroying` a mine shaft when `New Layer` is selected will throw an exception relating to whatever is trying to destroy the shaft until a layer is selected ()
- - The mine shaft will remain with 0hp until a layer is selected (or it is repaired slightly)
- **Scenario 4:**
- - `Destroying` a mine shaft when `Layer at depth: ##m` is selected will throw an exception relating to the underground lift (sometimes???)
- - The mine shaft is _destroyed_
- - The selected layer is _destroyed_
- - Other layers persist
- The exceptions in Scenarios 1 and 3 are likely caused by a call to `MiningShaft.Abandon()` / SyncMap failing when there is no layer selected to be abandoned, as this error isn't thrown when a layer is selected.
- 2 and 4 are caused by an underground lift without a parent
- Destroying a single layer when the mine shaft is deconstructed or destroyed is undesirable behavior
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