Getting closer to a Nexus release

I'm slowly but surely making my way through my internal bug fixes. Tonights progress includes:

Fixes
  • Using purified water, dirty water or irradiated water yields you an empty whiskey bottle that can be refilled using a normal water source
  • Hallway water fountains are no longer outdoor water sources (i.e. big water)
  • If the water source is better than your bottled water, your dirty or irradiated water will be emptied and refilled with the better water. e.g. At dirty water your irradiated water will become dirty water. At pure water your dirty and irradiated water become pure water
  • Some more stability checks
New Bugs
  • (Unconfirmed) The check to see if you are bottling water from a bottle of water is no longer in place. Can't be checked currently because it's difficult to determine whether or not a bottle of water was used from the inventory slot
  • Water fountain (indoor ones) continuously play sound when used for drinking. Need to figure out why. Otherwise works as intended.

 

As a side note, I think I understand why my menu from inventory water isn't working. It dawned on me tonight as I fixed a bug that you cannot activate a base object as retrieved from something like WaterPurified.GetBaseObject. Only instances of an object can be activated (it seems). This means that I may have a fix if I can figure out how to create an activatable instance of the various water types from an inventory base object type.