Search found 16 matches

by sawbladex
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: 877

Re: [0.18.46] In-game Steam Engine available power doesn't agree with itself

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.
by sawbladex
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: 877

[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 screen...
by sawbladex
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: 3055

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.
by sawbladex
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: 3055

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.
by sawbladex
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: 9135

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 near...
by sawbladex
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: 9135

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.
by sawbladex
Tue Apr 09, 2019 12:04 am
Forum: Duplicates
Topic: [0.17.26] Pollution is broken in two ways
Replies: 1
Views: 813

[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 implemente...
by sawbladex
Mon Apr 01, 2019 5:28 am
Forum: Duplicates
Topic: [0.17.23] Broken flamethrower radius display
Replies: 3
Views: 1214

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.
by sawbladex
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: 2007

[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 of ...
by sawbladex
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: 1790

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 spa...
by sawbladex
Tue Jul 31, 2018 11:45 pm
Forum: Duplicates
Topic: Resources due to Deconstructing Trees and Rock not on graph
Replies: 4
Views: 1732

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)
by sawbladex
Mon Jul 30, 2018 11:17 pm
Forum: Duplicates
Topic: Raw Wood and Wood consumption aren't tracked with handcrafts
Replies: 2
Views: 1105

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 consumpt...
by sawbladex
Mon Jul 30, 2018 10:59 pm
Forum: Not a bug
Topic: [16.28] Production stats seem incorrect
Replies: 6
Views: 2130

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 by...
by sawbladex
Mon Jul 30, 2018 10:57 pm
Forum: Duplicates
Topic: Resources due to Deconstructing Trees and Rock not on graph
Replies: 4
Views: 1732

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.
by sawbladex
Sun Jul 29, 2018 8:57 pm
Forum: Duplicates
Topic: Raw Wood and Wood consumption aren't tracked with handcrafts
Replies: 2
Views: 1105

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 c...
by sawbladex
Sun Jul 29, 2018 8:51 pm
Forum: Duplicates
Topic: Resources due to Deconstructing Trees and Rock not on graph
Replies: 4
Views: 1732

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.

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