Question about component breakdowns

Started by Mkok, May 01, 2016, 07:18:34 AM

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Mkok

Since items using components can break, and require components to repair. An important question rises. Does the rate of item breakdown depend on how many such items you have?

Like if I build 10 automatic doors, will their maintenance cost be roughly 10 times bigger than if I have only 1 automatic door? Or will it be the same?

skullywag

#1
Every 1041 gameticks it checks all comps breakdownable on the map. Then it:

if (!this.BrokenDown && Rand.MTBEventOccurs(1.44E+07f, 1f, 1041f))
{
this.DoBreakdown();
}


foreach one it finds. Basically every 1041 ticks 1 of things has a chance to breakdown, the more you have the more likely something will breakdown due to more chances at hitting that random.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Xav

To be honest, I find it irritating (without adding anything to the game, in my opinion) that the components of any object can fail regardless of whether the object is active or not.

I find myself turning workbenches 'off' when not in use and then I see the notification that its components broke down.  If I make the effort to manually turn off objects then they ought to be excluded from their components breaking.  In my mind it is a give n' take...