Topic: indust modules stopping after unlock

1) lock 3 tiles
2) start 1 module at 1st and 2nd module at 2nd and 3rd module at 3rd.
3) some tile deplete, turn on free module to another tile
4) unlock depleted tile.
do it several times using primary target lock and alpha (space) strike, you will notice that some modules are turning off when you unlock depleted tiles

Re: indust modules stopping after unlock

oaisdj98asd wrote:

1)...using primary target lock and alpha (space) strike, you will notice that some modules are turning off when you unlock depleted tiles

same here (from last week).

Keep it simple, stupid.

Re: indust modules stopping after unlock

noticed the same yesterday with combat modules.

thought that was an intended feature that was implemented some patches ago

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: indust modules stopping after unlock

*bump*

just switching primary target makes modules deactivate.

what did you break this time, JR?

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: indust modules stopping after unlock

The unlock on switching primaries is extremely annoying. Broke a great QoL feature to fix ... forgot the terrible reason.