[0.7.9.2 - 1.0.1.4] Anchored Techs gets detached from ground/rotating anchor

ExileFox

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#1
So I tried to continue from an earlier save, and an intruder smashed most of my base to bits before i could take it down :(

After that I noticed one of the AI guards where detached from it's anchor. And the other guard has detached self from ground :confused:

See screenshot for the one that detached from ground. Didn't screenshot the guard which detached from it's anchor, but both guards are intact and only the connection between blocks was lost somehow. no blocks were damaged or missing.
 

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ZeroGravitas

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#2
Thanks. A save game file (before and/or after) might be relevant. So too the "output_log.txt" file, before restarting the game.

I've added the game version number to the title "[0.7.9.2]".
 

ExileFox

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#3
Savegame after the incident is attached to this post.

I think something went very wrong with this save, as after reload, repair bubbles doesn't work.

Output log could not be opened.
Notepad++ plugin attempted to load it but wrote garbage before crashing (plugin error, but the damage is already done. I have notified the plugin developer about this issue and disabled the plugin)

An output log after reloading still might be useful: https://www.dropbox.com/s/39iqbwt83uxdnhu/output_log - reloaded.txt?dl=0
(sorry, too big to attach to the post)

Also, the 3rd guard has become stuck due to a change in the terrain, the anchor is unable to rotate
 

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ZeroGravitas

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#4
Savegame after the incident is attached to this post.
Thanks @ExileFox.

after reload, repair bubbles doesn't work.
Do the tech's batteries have charge in them? (Obviously, if it's not anchored, the solar gen can't deploy to charge them.)

sorry, too big to attach to the post
You can usually Zip the output_log.txt files down to way under 1MB, because the bugs tend to cause highly repetitive error messages in there. (For future reference.)
 

kae

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#5
Hiya ExileFox, We've had a few instances of blocks not being affected by repair bubbles after game load and we're looking into it. A shame the output log couldn't be opened, I'll take a look into the AI modules detaching issue for you, thanks for the report!
 

harpo99999

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#6
kae, I have had (in my current campaign) instances of the gso rotating anchour and gso larger drill noty repairing when inside the repair bubble, and the only way I could get the blocks 'repaired'(ie at full health) was to cu them
 

ExileFox

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#7
Do the tech's batteries have charge in them? (Obviously, if it's not anchored, the solar gen can't deploy to charge them.)
Batteries were full on the anchored tech but it also doesn't work on another anchored tech that do not have batteries. The bubbles are visible so they should be functional, yet, they aren't.

Hiya ExileFox, We've had a few instances of blocks not being affected by repair bubbles after game load and we're looking into it. A shame the output log couldn't be opened, I'll take a look into the AI modules detaching issue for you, thanks for the report!
Though, remember that the breaking point is not on the AI block itself, but in both terrain+anchor (as screenshot shows) as well as the connection between the rotating anchor and the next block.
 
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harpo99999

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#8
and still happening in 0.7.9.3 even with anchours stored inside a tech and not connecting with the ground and also with the gso two drills
 
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harpo99999

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#9
and I have seen in 0.8.1.3 the venture ai cab also getting the same damaged and not repairing when in a position that should be impossible for damage to happen, the same effect as the gso rotating anchour and the gso two drill
 

ExileFox

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#10


On game version 1.0 i can still push my guard around and park it upside-down for a few seconds before it flips :D
 

ExileFox

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#11
This bug is still present!

Just now on 1.0.1.4 a tech got randomly uncanhored and the game for some reason decided that "upside down" was the right way to stand up. I can not flip my tech into the correct orientation nor anchor it again.



save file: https://www.dropbox.com/s/80xa9xpwdvjgx5o/START OVER 1.sav?dl=0

This is a fresh start by the way. And any output log is nowhere to be found.
 
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ZeroGravitas

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#12
Just now on 1.0.1.4 a tech got randomly uncanhored and the game for some reason decided that "upside down" was the right way to stand up. I can not flip my tech into the correct orientation nor anchor it again.

The primary (player) cab was upside down. I flipped it and the tech goes upright.

ExcileFox Upright.png

So, had you left the area and come back to this... 'interesting' tech suspended in build beam (upside down)?