NPCs half repair vehicles #35612
Labels
<Bug>
This needs to be fixed
[C++]
Changes (can be) made in C++. Previously named `Code`
NPC / Factions
NPCs, AI, Speech, Factions, Ownership
Currently NPCs are held to higher standards than the PC when using welding rigs. If they have to move out of the line of sight or too far from the rig they're unable to use it, reducing the combined utility of welding rigs and NPCs.
Steps To Reproduce
Edit: Could not reproduce this behaviour at first, then realised it was due to having the debug hammerspace mutation. So, turn that off. Yeah. Reproducible in unmodded game.
Expected behavior
Vehicle repair is a dull process, but micromanaging NPCs in order to get them to repair can become frustrating. The vehicle welding rig, in the hands of an NPC, is almost a waste depending on the availability of materials. Supplying them with a welder and rechargeable batteries becomes desirable, despite the fact that the welding rig exists purely to streamline this process (at least, I assume that's the reason, plus it means you don't have to muck around with charging batteries). As the rig exists purely for convenience and QOL I see no reason that it shouldn't do the same for NPCs. Indeed, this seems more of an oversight than intentional design.
I would expect that a vehicle welding rig attached to, or within four tiles of, a vehicle should be enough for an NPC to be able to use it, regardless of the position of the NPC in relation to the rig. As the exact nature of the rig is undefined in the description I feel this is an acceptable implementation. If not, explicitly adding a couple of batteries to the recipe requirements should suffice. Or maybe a heavy duty cable.
Screenshots
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Versions and configuration
Additional context
For your convenience, a bombed military vehicle including boards to block sight with a welding cart stationed below it is located to the NW in this world. All NPCs have welding goggles and mechanics skills to carry out repairs.
Bug Test.zip
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