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das ging ja flott ich bin begeistert und werde natürlich sofort intensiv testen 😊
Keep up the great work guys, you're earning a loyal fan base by being this responsive and quick to address the issues.
This is a query plus a variable. You have to change the variable.
This is a job of 30 seconds if you know the code or did you code the repair in a strange way?
https://steamcommunity.com/sharedfiles/filedetails/?id=3481844779
https://steamcommunity.com/sharedfiles/filedetails/?id=3481844858
repair_cost = crafting_cost × max_ratio × damage_fraction or not ? and crafting_cost = get_crafting_cost_from_database(item_id) as an example or not ?
in the sense of the word. Because you can implement it in different ways.
The ship station tabs are currently broken, Interceptor tab contains scout parts, titan contains interceptor, cargo contains titan which means cargo tab is inaccessible.
Repair station scales seem wrong. Costs double the mats to repair something at 5% durability vs crafting new. Feel like it should be the other way around? Half the mat cost at most? Maybe set up increments from cheapest to most expensive. Example, if it takes 2 iron, 2 tin, 1 circuit board then in 20% increments maybe start with adding the iron, then the tin and finally at under 20% add the circuit board? Gives better incentive to keep your gear in top condition. Currently, I'll just dump into the recycler and make a new one. T2 excavator takes the same mats to make new as it does to repair it at any condition. Might as well get the free energy capsule from it.