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Happy we found an agreeable compromise. :)
Thank you very much for the fix, it's a good work, your solution is perfect !
Two of my favorite mods here.
https://steamcommunity.com/sharedfiles/filedetails/?id=3392003645
EditorGroups = ["Defenses", "Utilities"]
instead of reference/linking to the original fire extinguisher
I'm sorry for causing an incompatibility!
I'm looking for ways to fix it so both mods can work together and so far the only solution I can think of is to do the same thing for this mod and remove the editor groups - this fire extinguisher will then also be one of the parts that is always viewable too, when my mod is used
Is this an acceptable solution ?
Hopefully it goes well, I will let you all know if they respond to my comment.
The problem is not on my side (I think), but in the mod "Always Essential" because the mod just remove brutally the key "EditorGroups" in the config file of the original fire extinguisher without caring if other mods (like this one) need it or not.
I updated the mod description accordingly.
Do you have a error message ? what happend ?
I checked it, it works fine for me and the issue said by @ChrisJedi_py is removed.
Yeah it was not intented to replace all values :/
I will search how to ensure it inherit the values correctly !
Issue: Corridors and moving walkways can be placed in the prohibited zones created by turrets and thrusters.
Solution: In the mod.rules file, there are some changes made to the corridor and moving walkways blocks that prevent placement behind a corridor fire extinguisher. Replace the "ToAdd" lines with " ToAdd : &<./Data/ships/base_part.rules>/Part/ProhibitedBy [need_wall] "
Explanation: While I cannot say for certain if this is the true explanation, I have programmed before and I have an understanding of how things like this work. Because the mod.rules file adds the ProhibitedBy field to the corridor (and moving walkway) block file, and because the inherited fields are replaced by part-specific fields, adding the [need_wall] value ends up replacing the [default] value from ships/base_part.rules.
Anyway if it exist a bug on the fire extinguisher, it should not be different between the corridor and the normal version. If the crew in your case don't choose to manage the fire immediately, I'm affraid it's related to the game, not to this mod.
Be aware if you assign *every* crew to a task in the crew management tool, but you assign no-one to the fire extinguisher, so no one will be available to use it even if all the crew are IDLE...
In case of fire
The personnel did not put out the fire immediately
Awesome!
https://steamcommunity.com/sharedfiles/filedetails/?id=2888035272
I'm so confused on the thrusters in the screenshot. Are they invalid or do you have some kind of mod to allow them to be placed anywhere?
and a lot more realistic