In the town of Batterhill, in the Constabulary, there are two of the mob Lodin.
Constabulary
E-Steel-bound wooden door W-Town Square
The light grey stone that makes up the walls of this constabulary are smooth,
nearly textureless, the light grey colouring adding a bit of drabness to the
atmosphere. The area, though small, is set up with efficiency in mind. To the
left of the entrance sits a tidy desk and a chair. Along the eastern wall are
three cells made with thick, iron bars, and each cell has a small, barred
window, giving its occupants a small glimpse of the outside world.
A large, well-built man is here here.
A large, well-built man is here here.
Lodin offers a nod of his head.
Lodin offers a nod of his head.
Batterhill, two Lodins
Re: Batterhill, two Lodins
This likely is because Lodin is both a reset and loaded up by a program. My recommendation would be to do what I have done with training.are and add a few failsafes: an intercept program on the look command from adjacent rooms that reduces it down to just one Lodin and a greet program on Lodin's room that makes sure there is only one Lodin.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
Re: Batterhill, two Lodins
I don't know if it helps, or makes any difference at all, but I did notice that after speaking with him then when I looked at the room, or when I exit and re-enter, there is only a single Lodin.
Re: Batterhill, two Lodins
I purged the second one.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
Re: Batterhill, two Lodins
Tomorrow I'll try to get Tortoise set up on my wife's Chinese laptop and see if I can fix this...