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Dragon Fogel
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icon Issues with orbs and build markers (+1)  
I posted about these in some other threads, but maybe it makes the most sense to put it all in one place. So here's the place.

-You can now Build or set Build Markers for Orb (any), Orb (broken), Orb (cracked), or Orb (normal).
-Orb (any) produces an uncracked orb. The build marker says "Build Marker: Orb" when right-clicked. Otherwise, it functions just fine, but is redundant in the build lists.
-Orb (normal) can be used with Build just fine. However, if you make a build marker, its graphics are glitched and the game beeps a lot. drod.err has a large number of instances of this: Assertion error in line 2254 of .\TileImageCalcs.cpp: "IsValidTileNo(wTileNo)"
-Orb (broken) functions fine, but the build marker is labeled as "Build Marker: &Return".
-Orb (cracked) also functions fine, but the build marker's label is just "Build Marker:"

02-17-2016 at 11:55 PM
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skell
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icon Re: Issues with orbs and build markers (+2)  
Things fixed for the release candidate after 5.1.0.6462:
- Orb (Any) is no longer available in the Build and Build marker lists
- Build marker with Orb (normal) displays correctly and no longer throws errors
- Build markers for the following items now have correct labels: Orb (normal), Orb (cracked), Orb (broken), Remove floor layer item
- Build marker for Remove floor layer item no longer appears on tiles which do not have any floor layer item.

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02-18-2016 at 04:21 PM
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Dragon Fogel
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icon Re: Issues with orbs and build markers (+1)  
All of the above changes to orb markers work in 5.1.0.6478.

However, while I could confirm that Remove Item At is not appearing on tiles with no floor layer item, I couldn't get it to appear anywhere. Maybe I'm just not clear on what it's allowed to remove.

I tried keg, tar, firetrap, fluff, broken orb, and force arrow and no marker appeared for any of them.
02-26-2016 at 06:18 PM
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Dragon Fogel
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icon Re: Issues with orbs and build markers (+1)  
Okay, tested Remove Item with an invisibility potion.

The tile glows and an engineer will remove it. However, the build marker is not mentioned when right-clicking.

In addition, if I take the potion, the marker still exists and the engineer will still go to it. Making another thread for this.

[Last edited by Dragon Fogel at 02-26-2016 06:23 PM]
02-26-2016 at 06:22 PM
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Dragon Fogel
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icon Re: Issues with orbs and build markers (+1)  
One minor point is that the build marker for Orb (normal) says Orb (normal) rather than just "Orb" like the actual object. This isn't a big deal either way, it's just a minor labelling inconsistency.
02-26-2016 at 06:50 PM
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skell
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icon Re: Issues with orbs and build markers (+1)  
Dragon Fogel wrote:
One minor point is that the build marker for Orb (normal) says Orb (normal) rather than just "Orb" like the actual object. This isn't a big deal either way, it's just a minor labelling inconsistency.

Eh, I think it's fine. I'll look into it to see if it can be easily fixed but I am not promising anything.

As for the rest I've replied in a separate thread.

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02-27-2016 at 09:27 AM
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NoahT
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icon Re: Issues with orbs and build markers (0)  
Bumping this due to some behaviors I encountered while fiddling in the editor:
- If a new orb is built where a broken one used to be, the new one gets the associations of the broken one.
- If the marker for said new orb is for a normal one, a broken one gets built.

It's the same when the Build command is used instead of a build marker.

I'm running 5.1.0.6512 on macOS 10.15.7.

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[Last edited by NoahT at 03-03-2023 08:00 AM]
03-02-2023 at 11:04 PM
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