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Related Issues: 21894
I had this problem happen on a spot that wasn't even a garden plot. It was a spot that carrots were planted into the default ground. Removing the carrot (storing to workbench) removed the visible carrot. However continuing to hover over that spot showed dialog options to harvest or store in the workshop, even though visually there was no carrot there. Also settlers continued to do the crop maintenance animations on this spot. I could infinitely store to workshop and build up my carrot numbers. Something fishy is going on where storing crops into the workshop causes an invisible infinite loop of that crop item in it's planted spot. One cannot build on top of these invisible crops either.
The "invisible crops" are actually helper markers to play the animations on. Most workshop owned objects in the game have those markers (not only crops).
If an object is moved, the marker isn't moved with it. In that case, the script attached to the object receives an event and calls a separate function to move the marker to the object's new position. This slight delay is not perceptible in game. Thus, if an object is moved and the marker stays behind, something appears to go horribly wrong.
Problem is that you should not be able to select the markers in workshop mode - unless they have a WorkshopObjectScript attached (they must not !). In fact, an erroneously attached script would perfectly explain the weird behaviour: if an item with that script attached doesn't have a marker, a new marker is created at run time (when a workshop reset is running). Since markers don't have markers themselves, new markers would be created for them when the reset runs for the next time, and new markers for those in the next reset, and so on. If that really happens, it would be a very serious bug because it litters the game world with run-time created references and in the worst case, the engine could even run out of available references in the FF range ....
If an object is moved, the marker isn't moved with it. In that case, the script attached to the object receives an event and calls a separate function to move the marker to the object's new position. This slight delay is not perceptible in game. Thus, if an object is moved and the marker stays behind, something appears to go horribly wrong.
Problem is that you should not be able to select the markers in workshop mode - unless they have a WorkshopObjectScript attached (they must not !). In fact, an erroneously attached script would perfectly explain the weird behaviour: if an item with that script attached doesn't have a marker, a new marker is created at run time (when a workshop reset is running). Since markers don't have markers themselves, new markers would be created for them when the reset runs for the next time, and new markers for those in the next reset, and so on. If that really happens, it would be a very serious bug because it litters the game world with run-time created references and in the worst case, the engine could even run out of available references in the FF range ....
There's nothing wrong with the markers in the base game. Might be a WW specific issue.
News on invisible crops: http://www.afkmods.com/index.php?/topic/4551-mysterious-tatos-another-arrow-in-the-knee/
Will this have been fixed with the latest batch of settlement script updates?
Has been fixed in the meantime for ticket #21894.
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