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DropPodManager.cs issue #47
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Hey, thanks for pointing this out and providing an example of the fix. We are currently running RimConnect in maintenance mode, and are not making any code changes ourselves. However we do still accept PR's, so if you'd like to create a PR with the suggested changes we can look at getting them merged in ASAP. |
Thanks @drzsda, as Rohan said please feel free to raise a PR and I'll be happy to test and merge it but don't currently have the capacity to make the changes myself. Thanks! |
Thanks as always for your work with this mod. The changed Drop Pod logic in the above pull request has created several issues for me;
I understand that the initial intent behind changing the logic was that TradeDropSpot would sometimes break rooves which annoyed people, but I find that that is still an issue and the new logic has created new additional problems on top of it. I believe with vanilla trade ship drop pods, you can avoid them breaking rooves by having a powered orbital trade beacon that is outside within the home area, but I find using the Trade Ships Drop Spot mod to be a simpler solution that works well for RimConnect especially with frequent drops. I intend to edit my local copy of RimConnect to revert the above changes, and I hope you'll consider reverting the above change or at least finding some way to minimize the issues I mentioned above. |
There is an issue with implementation DropPodManager.cs. Currently implementation using method DropCellFinder.TradeDropSpot() looking for the point of drop and two methods are do it TradeUtility.SpawnDropPod() and DropPodUtility.DropThingsNear() but this is causes the issue dropping supplies on the roof buildings of colony and damadged it. The solution this issue may look like that
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