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Smoking rack caused meat to rot #37952

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Funguss opened this issue Feb 12, 2020 · 5 comments
Open

Smoking rack caused meat to rot #37952

Funguss opened this issue Feb 12, 2020 · 5 comments
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<Bug> This needs to be fixed Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Items: Food / Vitamins Comestibles and drinks

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@Funguss
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Funguss commented Feb 12, 2020

Recently I put some freshly butchered meat into my smoking rack after removing some that had just finished smoking. I promptlychanged my mind and withdrew it only to find it had transformed from fresh to rotten. I reloaded, checked the state of the meat, it was fresh. Could not find any other meat in the vicinity. Added it to the smoker again, saved for some reason, then withdrew it to find it was rotted. Reloaded, added charcoal, the meat had disappeared (possibly rotted away? Possibly deleted on reload?). Reloaded again and the meat was still gone.

I'm not entirely sure how this happened but I've noticed them misbehaving before. I'm speculating the meat got muddled with the previous batch, gaining the birthday of the previous load of meat but not the quantity. Possible contributing factors:

  • Meat was added immediately after a previous batch had been removed.
  • 7 extra charcoal was in the smoker from the previous batch.
  • The smoking rack had left the reality bubble on at least two instances prior to completion, possibly again post completion but before removal of smoked meat.
  • Save and reload may have occurred during smoking process, either within reality bubble or outside of it.

There's far too many variables for me to bother hunting through at this point so I'm posting in the hopes someone else can elucidate the matter.

  • OS: Windows
    • OS Version: MINGW/CYGWIN/MSYS2 on unknown Windows version
  • Game Version: 0.D-12105-gda56791 [64-bit]
  • Graphics Version: Tiles
  • Mods loaded: [
    Dark Days Ahead [dda],
    Aftershock [aftershock],
    C.R.I.T Expansion Mod [crt_expansion],
    Magiclysm [magiclysm],
    Makeshift Items Mod [makeshift],
    More Survival Tools [More_Survival_Tools],
    Mythological Replicas [nw_pack],
    Hydroponics [hydroponics],
    Mutant NPCs [mutant_npcs],
    No Rail Stations [No_Rail_Stations],
    Folding Parts pack [deoxymod],
    Vehicle Additions Pack [blazemod],
    Tanks and Other Vehicles [Tanks],
    Roadheader and other mining vehicles [Heavy miners],
    No Fungal Monsters [No_Fungi],
    Beta National Guard Camp [national_guard_camp]
    ]
@Hirmuolio
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Hirmuolio commented Feb 17, 2020

Most likely same bug as #36401
Items in smoking racks are not processed when they are loaded into reality bubble.
And if the processing frequency is low you may be able to take the item out of the rack before the item is processed as being smoked.
So when the item was back in player inventory it then got its temperature/rot processed as if it had not been smoking.

@Funguss
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Funguss commented Feb 17, 2020

Huh. It's been a while, but... I placed meat into a smoking rack, picked up and added the required charcoal, then when I tried to smoke it the meat had disappeared. I'm pretty sure that the meat hadn't been kept in the fridge but couldn't swear to it. IIRC some smoking had just finished, and the meat I was adding was a fresh butchery, so it shouldn't have rotted at all. There was nothing to process, and it wasn't even in my inventory when it rotted.

I have to say, it appeared that the processing frequency wasn't low at all. It took one turn to go to rotting, another turn or two to decay entirely.

@Hirmuolio
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Rotting speed is independent from processing frequency.

Normal:
Start smoking item.
Item is processed as being smoked (no rot).
Item is taken out.

Bug:
Start smoking item.
Player leaves reality bubble..
Player comes back to reality bubble.
Player takes the item before it is processed.
Item is in player inventory.
Item is now porcessed as if it had been in player inventory since the previous process check (before the player left the reality bubble).

@Funguss
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Funguss commented Feb 17, 2020

I don't understand what you mean to illustrate by that. I suppose you mean that I misunderstood what you meant by process previously? Just in case, I want to make this explicitly clear. This is the series of events.

  1. Butchered corpse (received fresh meat)
  2. Emptied smoker (received smoked meat, 7 charcoal remaining)
  3. Added fresh meat to smoker
  4. Checked amount of charcoal needed
  5. Checked amount of charcoal nearby (took 0 turns, advanced inventory management)
  6. Retrieved meat (rotten) from smoker
  7. Reloaded
  8. Repeated step 1 through 5 and added charcoal to smoker
  9. Meat had rotted to nothing while picking up charcoal.

It seems to me that the fresh meat is being treated as the meat that was just smoked. There is no opportunity for the meat to have decayed; it only existed for an hour, tops, it had not left the reality bubble, it had never been stored in a vehicle. I don't see how this could be related, to be honest.

@Hirmuolio
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Ok if it happens without spending lots of time outside reality bubble it is something else.

@KorGgenT KorGgenT added <Bug> This needs to be fixed Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Items: Food / Vitamins Comestibles and drinks labels Mar 5, 2020
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<Bug> This needs to be fixed Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Items: Food / Vitamins Comestibles and drinks
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