diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/Reactor.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/Reactor.cs index d46b2029a..893943a62 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/Reactor.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Components/Machines/Reactor.cs @@ -554,6 +554,8 @@ namespace Barotrauma.Items.Components fissionRateScrollBar.BarScroll = targetFissionRate / 100.0f; turbineOutputScrollBar.BarScroll = targetTurbineOutput / 100.0f; onOffSwitch.BarScroll = shutDown ? Math.Max(onOffSwitch.BarScroll, 0.55f) : Math.Min(onOffSwitch.BarScroll, 0.45f); + + IsActive = true; } } } diff --git a/Barotrauma/BarotraumaServer/Source/Items/Components/Machines/Reactor.cs b/Barotrauma/BarotraumaServer/Source/Items/Components/Machines/Reactor.cs index af7fefd81..5d6439226 100644 --- a/Barotrauma/BarotraumaServer/Source/Items/Components/Machines/Reactor.cs +++ b/Barotrauma/BarotraumaServer/Source/Items/Components/Machines/Reactor.cs @@ -20,6 +20,8 @@ namespace Barotrauma.Items.Components if (!item.CanClientAccess(c)) return; + IsActive = true; + if (!autoTemp && AutoTemp) blameOnBroken = c; if (turbineOutput < targetTurbineOutput) blameOnBroken = c; if (fissionRate > targetFissionRate) blameOnBroken = c; diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Reactor.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Reactor.cs index a26222b4b..ee38171f6 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Reactor.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Reactor.cs @@ -473,6 +473,8 @@ namespace Barotrauma.Items.Components { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; } + IsActive = true; + float degreeOfSuccess = DegreeOfSuccess(character); //characters with insufficient skill levels don't refuel the reactor