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[Twinsen][0.17.11] Reactor entity working light

Posted: Thu Mar 14, 2019 9:05 am
by Degraine
A reactor entity that uses a fluid energy_source will not deactivate its working light effect/working light picture properly if it runs out of fuel. It works normally if scale_energy_usage is set true and it reaches its maximum heat.

Re: [0.17.11] Reactor entity working light

Posted: Thu Mar 28, 2019 11:52 pm
by Degraine
By request, an energy_source prototype (from Alternative Steam) to replicate this:

Code: Select all

energy_source = {
  type = "fluid",
  effectivity = 1.4,
  burns_fluid = true, -- uses fuel value, rather than temperature
  scale_fluid_usage = true, -- will not overconsume a fluid with a greater fuel value than expected
  emissions = 0.1 / 13,
  fluid_box = {
    base_area = 1,
    height = 2,
    base_level = -1,
    pipe_covers = pipecoverspictures(),
    pipe_connections =
    {
      { type = "input-output", position = {0, 3} },
      { type = "input-output", position = {0, -3} },
      { type = "input-output", position = {3, 0} },
      { type = "input-output", position = {-3, 0} }
    },
    production_type = "input-output",
  },
  smoke = {
    {
      name = "light-smoke",
      north_position = util.by_pixel(-38, -47.5),
      frequency = 10,
      starting_vertical_speed = 0.04,
      slow_down_factor = 1,
      starting_frame_deviation = 60
    }
  }
}

Re: [Twinsen][0.17.11] Reactor entity working light

Posted: Fri Mar 29, 2019 12:49 pm
by Twinsen
Is this still happening? Something like this was fixed in Version: 0.17.18

Re: [Twinsen][0.17.11] Reactor entity working light

Posted: Fri Mar 29, 2019 1:29 pm
by Twinsen
It was still happening.
Fixed in Version: 0.17.23.
Thanks.