posted on May 13th, 2009, 8:16 pm
Alright, so I'm working with someone on a new TC mod that uses 1.2.5 as a base. Anyways, what we have is this: a research station structure with 3 yard pods on it, none of which have the ability to repair.
When I build the yards and they have repair capabilites, they work fine. Then, when I disable repair capability, it only lets me build one of the three add-ons. The problem is, repair capability is NOT included in our game plan for these yards, and would somewhat ruin how it plays. The offending line of code is this:
repairFacility = 0
If I delete it, they all run fine. But I need to include it or they'll have repair capability, which, again, is not supposed to factor in. Can you guys do something about this? Or is there already a solution (besides letting them repair)?