When activated on the CV/BA the block is placed on it will repair damaged blocks & devices up to their full HP. The player has to go to the device to use it; it's not accessible via the control panel. It won’t work when: - The structure/vessel is under attack (similar to shields do not recharge when being fired at) - When the shields are active - When turrets are active & firing - Not enough resources
I've test the BA field repair on creative mode. Just spawned a BA did some damage on it's blocks found and installed the repaid field block and fed it with the proper resources to allow it to work. I am surprised with it. The job was done fast and is simpler than the other repair blocks. Droid animation is an extra fun touch. I am among those who where thinking that such a block was dearly missing from Empyrion. Now we can have our BAs repaired as our vessels. Thank you guys I do not want to complicate things, but I have some remarks : 1) it would make more sense to have the field repair block installed to give the ability on a BA to be repaired but the actual repair be handled by the repair console. In this case a box selection designating the type of repair switching between BA and vessel type of repair, should exist in order to give dual repair type control on the console. 2) The repair area effect could be one that trace the contour of the BA. Imagine it like the building's collider is lit by electricity to show the effect of it being repaired. 3) Every other devices on the BA should stop or pause working , i.e lights, constructors, food processors or other repair blocks doing their work. Access to containers should be forbidden. An alarm siren should be heard as audio indicator of the repair, as long as it is active. If possible make it vocal announcement : "Building repair in progress, please stand by". Do I ask too much? I blame it to my imagination