Grid Sage Forums
November 23, 2024, 07:09:08 AM
Welcome,
Guest
Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
LINKS:
Website
|
Steam
|
Wiki
Home
Help
Search
Login
Register
Grid Sage Forums
>
Cogmind
>
Bugs
>
Fixed Bugs & Non-Bugs
>
Scanning unidentified prototypes
« previous
next »
Pages: [
1
]
Print
Author
Topic: Scanning unidentified prototypes (Read 1124 times)
Kalkkis
Derelict
Posts: 35
Scanning unidentified prototypes
«
on:
September 29, 2016, 10:15:44 AM »
If you insert an unidentified prototype into a scanalyzer, the command the game uses to do this reveals the name of the object even if the scan fails. So it should look like insert(prototype energy gun) and not like insert(imp. lightning gun).
Logged
Kyzrati
Administrator
True Cogmind
Posts: 4477
Re: Scanning unidentified prototypes
«
Reply #1 on:
September 29, 2016, 06:54:42 PM »
Ooh, good catch. I think the better solution here would be to turn this into a feature: Inserting any prototype into a Scanalyzer now automatically identifies it for you
Logged
Josh Ge, Developer -
Dev Blog
|
@GridSageGames
|
Patreon
Kyzrati
Administrator
True Cogmind
Posts: 4477
Re: Scanning unidentified prototypes
«
Reply #2 on:
September 29, 2016, 07:22:22 PM »
And there it is
Logged
Josh Ge, Developer -
Dev Blog
|
@GridSageGames
|
Patreon
Print
Pages: [
1
]
« previous
next »
Grid Sage Forums
>
Cogmind
>
Bugs
>
Fixed Bugs & Non-Bugs
>
Scanning unidentified prototypes