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But it takes 20 construction to set up
I thought it was rounding down, so I replaced the pawn with a Mining 12 one. Still, no delivery at the end of the cycle.
https://github.com/Vanilla-Expanded/VanillaOutpostsExpanded/commit/c06d849a3696cf8aa7e06a52edc5ca2af13cf429#diff-cde5fc0f0c2f23614375f4b9d278f3c9c97f08a21b80f152e269cf7bb7c1dff9
WAS: public override IEnumerable<Thing> ProducedThings() => workUntilReady > 0 ? new List<Thing>() : base.ProducedThings();
BECAME: public override IEnumerable<Thing> ProducedThings() => ready ? new List<Thing>() : base.ProducedThings();
Obviously, "ready" is the opposite of "workUntilReady > 0". This is consistent with the behavior I see where the outpost after finishing drilling sends blank messages and no fuel.
(at least in my case)
I have the outpost producing, but the output doesnt scale with mining skill, still looking into that.
https://steamhost.cn/steamcommunity_com/profiles/76561197995396228/screenshot/2052001304360371312/
But, yeah, like I said, I think it's supposed to be a flat output of 500 Chemfuel per outpost, so no problem there.
Now, here's hoping legodude can take your fix and apply it for all of us, so every player doesn't have to mess with editing C# and compiling their own mod.
INITIAL:
Not sure how you got that, Twilight, since the code has not changed in 9 months and still has what I reported above. It's pretty easy to read and consistent with what I and other players saw:
https://github.com/Vanilla-Expanded/VanillaOutpostsExpanded/blob/main/1.4/Source/VOE/Outpost_Drilling.cs
Line 15: "Ready" is when the work done drilling is bigger than the work that needs to be done, i.e. when the construction is complete.
Line 23: if "Ready", then produced things is an empty list, otherwise, it's the call to parent's ProducedThings(), which would give you the actual result.
Here's the doc on how to read the inline "X?Y:Z" operator, as that can be confusing: https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/operators/conditional-operator
Possibly you triggered the production manually with dev tools before the outpost finished drilling, so "Ready" was false at the time, in which case it would produce normally, because the conditions are reversed, which is the bug.
As for noting that the output doesn't scale, I think it's not supposed to. Each well just gives you a flat 500 Chemfuel. It's the only outpost defined using a straight up BaseAmount tag in the DEF file. Here's the XML:
<ResultOptions>
<li>
<BaseAmount>500</BaseAmount>
<Thing>Chemfuel</Thing>
</li>
</ResultOptions>
https://github.com/Vanilla-Expanded/VanillaOutpostsExpanded/blob/main/1.4/Defs/WorldObjectDefs/Outposts.xml