This is
my fault and is actually the correction of a previous, longstanding bug.
The relevant portions of code prior to my patch were as follows:
Code:
if ("CON")
switch(secondpart)
if(2)
return (mat.getProperty(PROP_ELECTRICAL) >= 75) || (mat.material_flags & MATERIAL_METAL)
else
return (mat.getProperty(PROP_ELECTRICAL) >= 50) || (mat.material_flags & MATERIAL_METAL)
Those ||'s function as operators that will return true if either of the conditions are met.
In other words, for material to be usable as normall conductive material it has to either have an electrical property greater than or equal to fifty OR it an just be a metal.
In other words, you could have used SLAG as a conductive material or quite literally any other metal at all
My patch changes this to
Code:
if ("CON")
switch(secondpart)
if(2)
return (mat.getProperty(PROP_ELECTRICAL) >= 80) && (mat.material_flags & MATERIAL_METAL) || (mat.getProperty(PROP_ELECTRICAL) >= 80) && (mat.material_flags & MATERIAL_CRYSTAL) //Wow! Claretine has a use again!
else
return (mat.getProperty(PROP_ELECTRICAL) >= 50) && (mat.material_flags & MATERIAL_METAL) || (mat.getProperty(PROP_ELECTRICAL) >= 50) && (mat.material_flags & MATERIAL_CRYSTAL)
Which means the material has to have the proper electrical properties AND has to be the right type of material in order to actually fit the criteria for conductive material.
To make a long story short:
You'll have to rely on mining to get you some pharosium or other conductive materials now!
I suppose you could also use the arc smelter in an attempt to stretch the limited supply of properly conductive materials on station, too.