Page 1 of 1
[Donione] [0.18.3] idle machines count towards max working sound
Posted: Sat Feb 01, 2020 3:49 pm
by Optera
This setup had me check if centrifuge sounds somehow got removed.
- 2020-02-01-16-43-17-0430697.png (1.21 MiB) Viewed 4939 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.
Re: [0.18.3] idle machines count towards max working sound
Posted: Tue Feb 04, 2020 9:51 pm
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).
Re: [0.18.3] idle machines count towards max working sound
Posted: Wed Feb 05, 2020 6:08 am
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.
Re: [Rseding] [0.18.3] idle machines count towards max working sound
Posted: Tue Apr 14, 2020 10:39 pm
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
Re: [Rseding] [0.18.3] idle machines count towards max working sound
Posted: Wed Jun 10, 2020 11:51 pm
by Rseding91
I know what causes this but I have no solution.
Re: [Rseding] [0.18.3] idle machines count towards max working sound
Posted: Mon Aug 24, 2020 1:38 pm
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.
Re: [Rseding] [0.18.3] idle machines count towards max working sound
Posted: Mon Feb 28, 2022 8:56 am
by Donion
This has been fixed for next release.