I strongly disagree with the statement that this is not a bug.
If the logic says on the network screen that steam engines have a bit more than 960 kW of electric when not maxed out of load. Than the pane that shows up when you go over a steam engine should say so as well.
Search found 16 matches
- Fri Aug 14, 2020 5:27 am
- Forum: Duplicates
- Topic: [0.18.46] In-game Steam Engine available power doesn't agree with itself
- Replies: 2
- Views: 1165
- Wed Aug 12, 2020 10:31 pm
- Forum: Duplicates
- Topic: [0.18.46] In-game Steam Engine available power doesn't agree with itself
- Replies: 2
- Views: 1165
[0.18.46] In-game Steam Engine available power doesn't agree with itself
In the linked screenshot, you can see that the steam engine UI element says that it has 900 kW of power available. I have 5 of such steam engines, yet the overall available power on the electric network screen is 4.8 MW instead of the expected 4.5 MW.
I have circled in red the elements of the ...
I have circled in red the elements of the ...
- Wed Apr 10, 2019 4:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.28] Residual pollution issues with sign, trees showing as polluting
- Replies: 8
- Views: 3842
Re: [0.17.28] Residual pollution issues with sign, trees showing as polluting
That is not the case.
I notice this while managing 2 stone furnaces, fed by 4 burner drills, and handfed coal from 2 other mining drills. Stone furnace icon has no number, while burner drills have 5 at 5 seconds.
I notice this while managing 2 stone furnaces, fed by 4 burner drills, and handfed coal from 2 other mining drills. Stone furnace icon has no number, while burner drills have 5 at 5 seconds.
- Wed Apr 10, 2019 12:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.28] Residual pollution issues with sign, trees showing as polluting
- Replies: 8
- Views: 3842
Re: [0.17.28] Residual pollution issues with sign, trees showing as polluting
Question, what is there an exact meaning for the number right by the icon for each entity type?
For the production/kill/build stats, it's pretty clear that it is the floored amount of items produced/consumed/killed/etc.
But for the pollution screen, it is not clear.
For the production/kill/build stats, it's pretty clear that it is the floored amount of items produced/consumed/killed/etc.
But for the pollution screen, it is not clear.
- Tue Apr 09, 2019 3:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.26] Pollution producing things show up as consumers in production statistics window
- Replies: 22
- Views: 11252
Re: [0.17.26] Pollution producing things show up as consumers in production statistics window
On reflection, I could see the "whoops, added a negative when I shouldn't have." bug that messes up the chart, to cause both issues to be only one bug in the code.
The game only updates chunks that are polluted, and it knows chunks are polluted because pollution was made there or in a nearby chunk ...
The game only updates chunks that are polluted, and it knows chunks are polluted because pollution was made there or in a nearby chunk ...
- Tue Apr 09, 2019 7:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.26] Pollution producing things show up as consumers in production statistics window
- Replies: 22
- Views: 11252
Re: [0.17.26] Pollution producing things show up as consumers in production statistics window
Yeah, it seems like chunks that were polluting at the time of the new patch being applied work fine, but as soon as a chunk becomes inactive, polluting the chunk causes pollution to just build up in the chunk.
Obviously, for new maps, all chunks are not polluting at the time of the patch.
Obviously, for new maps, all chunks are not polluting at the time of the patch.
- Tue Apr 09, 2019 12:04 am
- Forum: Duplicates
- Topic: [0.17.26] Pollution is broken in two ways
- Replies: 1
- Views: 1046
[0.17.26] Pollution is broken in two ways
Hey pollution is broken in two ways.
One, pollution made by buildings is marked as consumption and not production.
Two, pollution doesn't appear to move around or disappear.
Find enclosed two screenshots of the issue, one of my 0.17.x save, where you can clearly see when the .26 patch was ...
One, pollution made by buildings is marked as consumption and not production.
Two, pollution doesn't appear to move around or disappear.
Find enclosed two screenshots of the issue, one of my 0.17.x save, where you can clearly see when the .26 patch was ...
- Mon Apr 01, 2019 5:28 am
- Forum: Duplicates
- Topic: [0.17.23] Broken flamethrower radius display
- Replies: 3
- Views: 1505
Re: [0.17.23] Broken flamethrower radius display
Looking at the link posted by the fellow above, it seems like the bug was detected in .17.22, but will be patched in 17.24.
- Fri Mar 08, 2019 9:26 pm
- Forum: Not a bug
- Topic: [0.17.9] New Games always default to having research queue unlocked despite my actions
- Replies: 4
- Views: 2665
[0.17.9] New Games always default to having research queue unlocked despite my actions
Hello,
So whenever I try to boot up a new game, it's always a modified version, with the research queue turned on, basically regardless of what I do.
If I quit and exit a newly made island game, (with the queue only unlocked after the post game), when attempting to start a new game, the settings ...
So whenever I try to boot up a new game, it's always a modified version, with the research queue turned on, basically regardless of what I do.
If I quit and exit a newly made island game, (with the queue only unlocked after the post game), when attempting to start a new game, the settings ...
- Fri Oct 05, 2018 8:52 pm
- Forum: Implemented mod requests
- Topic: on_entity_died event should include dropped loot data somewhere in there
- Replies: 5
- Views: 2154
on_entity_died event should include dropped loot data somewhere in there
In the Mod API, on_entity_died doesn't include a value for the loot dropped by the dead entity.
I think it should, because dropping loot is kinda an interesting thing.
Granted, it isn't quite as interesting with the base game now that alien artifact/eggs don't drop as requirements for getting to ...
I think it should, because dropping loot is kinda an interesting thing.
Granted, it isn't quite as interesting with the base game now that alien artifact/eggs don't drop as requirements for getting to ...
- Tue Jul 31, 2018 11:45 pm
- Forum: Duplicates
- Topic: Resources due to Deconstructing Trees and Rock not on graph
- Replies: 4
- Views: 2158
Re: Resources due to Deconstructing Trees and Rock not on graph
Ah, that makes sense. and explains why the user experience is the same for chest mining.
would be a nice feature to have it track. (Depending on how hard/easy it is edit the production graphs, you could just add 4 wood producted everytime a living tree is deconstructed)
would be a nice feature to have it track. (Depending on how hard/easy it is edit the production graphs, you could just add 4 wood producted everytime a living tree is deconstructed)
- Mon Jul 30, 2018 11:17 pm
- Forum: Duplicates
- Topic: Raw Wood and Wood consumption aren't tracked with handcrafts
- Replies: 2
- Views: 1379
Re: Raw Wood and Wood consumption aren't tracked with handcrafts
That seems like a weird behavior.
I am not sure why consumption is tracked at the beginning of a craft for machines, rather than at the end.
With a lot of wood. I could pretend to consume a lot more copper than I actually do.
Edit: Given productivity exists, uncoupling finishing crafts with ...
I am not sure why consumption is tracked at the beginning of a craft for machines, rather than at the end.
With a lot of wood. I could pretend to consume a lot more copper than I actually do.
Edit: Given productivity exists, uncoupling finishing crafts with ...
- Mon Jul 30, 2018 10:59 pm
- Forum: Not a bug
- Topic: [16.28] Production stats seem incorrect
- Replies: 6
- Views: 2608
Re: [16.28] Production stats seem incorrect
Thanks for the report. Exactly what items are you expecting to be in the production/consumption stats that aren't and what method are you expecting them to get into those stats? Hand crafting/assembling machine/other ?
If hand crafting, intermediate products crafted and then immediately consumed ...
If hand crafting, intermediate products crafted and then immediately consumed ...
- Mon Jul 30, 2018 10:57 pm
- Forum: Duplicates
- Topic: Resources due to Deconstructing Trees and Rock not on graph
- Replies: 4
- Views: 2158
Re: Resources due to Deconstructing Trees and Rock not on graph
That covers hand crafting, not hand mining.
In any event, hand mining ore is tracked properly, while hand mining work is not tracked at all.
In any event, hand mining ore is tracked properly, while hand mining work is not tracked at all.
- Sun Jul 29, 2018 8:57 pm
- Forum: Duplicates
- Topic: Raw Wood and Wood consumption aren't tracked with handcrafts
- Replies: 2
- Views: 1379
Raw Wood and Wood consumption aren't tracked with handcrafts
Action: With Raw Wood in inventory, handcraft some Wood, then handcraft a wooden chest or power poles, etc. Then check the production graphs.
Expected behavior: The player be able to see that Raw Wood and Wood has been consumed in the last minute.
Actual behavior: There is no marking of wood being ...
Expected behavior: The player be able to see that Raw Wood and Wood has been consumed in the last minute.
Actual behavior: There is no marking of wood being ...
- Sun Jul 29, 2018 8:51 pm
- Forum: Duplicates
- Topic: Resources due to Deconstructing Trees and Rock not on graph
- Replies: 4
- Views: 2158
Resources due to Deconstructing Trees and Rock not on graph
Action: Use right clik or bots to deconstruct a tree or rock or destroy a rock. Check production graph
Expected behavior: I should be able to see the increase of 4 Raw Wood or 22+ stone my producction graph.
Actual Behavior: Chart does not show anything.
Expected behavior: I should be able to see the increase of 4 Raw Wood or 22+ stone my producction graph.
Actual Behavior: Chart does not show anything.