[Donione] [0.18.3] idle machines count towards max working sound

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Optera
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[Donione] [0.18.3] idle machines count towards max working sound

Post by Optera »

This setup had me check if centrifuge sounds somehow got removed.
2020-02-01-16-43-17-0430697.png
2020-02-01-16-43-17-0430697.png (1.21 MiB) Viewed 4919 times
It seems idle machines count towards max_sounds_per_type.

What I expected was working sounds playing with priority over idle and idle not counting if there is no idle_sound as with centrifuges.

Rseding91
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Re: [0.18.3] idle machines count towards max working sound

Post by Rseding91 »

Can you post a save file showing that issue? From what I'm seeing in the sound logic that shouldn't happen (it was one of the things I thought I fixed before 0.18.0 was released).
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Optera
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Re: [0.18.3] idle machines count towards max working sound

Post by Optera »

Certainly, that effect is very easy to replicate.
I just had to rebuild the same 4 centrifuge setup as in my heavily modded megabase.
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Working sound fail.zip
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FireByTrial
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Re: [Rseding] [0.18.3] idle machines count towards max working sound

Post by FireByTrial »

Can confirm still occuring on Vanilla 0.18.18 game, built 6 steam engines and only end two were hooked up and operating, from one side to the other (end next to the 4 non operational engines and sound would just stop at one point. completely reproducible if save is desired

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Re: [Rseding] [0.18.3] idle machines count towards max working sound

Post by Rseding91 »

I know what causes this but I have no solution.
If you want to get ahold of me I'm almost always on Discord.

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Re: [Rseding] [0.18.3] idle machines count towards max working sound

Post by Rseding91 »

After more time; there is no solution to this (that I can find). Idle machines also produce a sound (the idle sound) and so they can't just be culled from the count when using max sounds. Simplly: max working sounds doesn't work for any entity that turns on/off like assembling machines.
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Re: [Rseding] [0.18.3] idle machines count towards max working sound

Post by Donion »

This has been fixed for next release.

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