[0.15.x] a few minor things
Posted: Tue May 02, 2017 7:29 pm
Some things that I noticed, sorry if they have been reported already.
- Kovarex Enrichment Process:
messes up your production/consume statistic, as instead of adding "consumed 3 bad uranium, produced 1 good uranium" it adds ALL of the recipe to the respective side, which makes it impossible to see how much you actually produced / consumed in total, except by taking the ore and doing the math yourself
- Tank/Car:
Do not show their resistances anymore
- Heat Pipes:
move heat in mysterious ways, makes it kinda difficult (in a bad way) to design a proper reactor setup
- Reactors:
in a test setup with 12 reactors, when I fule them all at once with insertes triggered by the same signal, the statistic only shows 11 consumed nuclear fuel, if I let them run, the next 12 will be counted correctly, seems to only occur if they have been off for a moment, makes it kind difficult to see how much you really consumed, so to tell how efficient your setup really is
- Heat Pipes / Reactors (in their role as heat pipes):
sometimes get stuck on odd heat levels (like 980-something) and wont go higher even if heat is coming in and not going out of the system, ever, for reactors it seems to fix the issue if they are rebuild, but that seems to make the bug jump over to the neighbouring reactor, replacing all at onces solved it
- Map generation:
When continuing the new version on an old save, and exploring further, there are very odd edges where new area is generated
Probably unrelated to the new versions(s) as I had that before:
- Logistic/Construction Drones:
will always go straight to their target, which sometimes causes them, if the distance is too long and they fall back to the neares roboport, to get stuck in an infinite loop where they try to approach their destination, run out of energy, go back to the roboport, and repeat forever, even though both ports (target area and fallback) are connected to the same network, which means there is a way they could use
- Flamethrower Turret:
Sometimes enemies will bug out and stop right at the edge of the turrets range, the turret will continue to shoot without hitting the mob, and the mob will stay unless killed otherwise (like, by the player), this can continue forever
[edit:] meant this: [*]Flamethrower turret no longer shoots in its prepare state. (46160) which is fixed now
- Kovarex Enrichment Process:
messes up your production/consume statistic, as instead of adding "consumed 3 bad uranium, produced 1 good uranium" it adds ALL of the recipe to the respective side, which makes it impossible to see how much you actually produced / consumed in total, except by taking the ore and doing the math yourself
- Tank/Car:
Do not show their resistances anymore
- Heat Pipes:
move heat in mysterious ways, makes it kinda difficult (in a bad way) to design a proper reactor setup
- Reactors:
in a test setup with 12 reactors, when I fule them all at once with insertes triggered by the same signal, the statistic only shows 11 consumed nuclear fuel, if I let them run, the next 12 will be counted correctly, seems to only occur if they have been off for a moment, makes it kind difficult to see how much you really consumed, so to tell how efficient your setup really is
- Heat Pipes / Reactors (in their role as heat pipes):
sometimes get stuck on odd heat levels (like 980-something) and wont go higher even if heat is coming in and not going out of the system, ever, for reactors it seems to fix the issue if they are rebuild, but that seems to make the bug jump over to the neighbouring reactor, replacing all at onces solved it
- Map generation:
When continuing the new version on an old save, and exploring further, there are very odd edges where new area is generated
Probably unrelated to the new versions(s) as I had that before:
- Logistic/Construction Drones:
will always go straight to their target, which sometimes causes them, if the distance is too long and they fall back to the neares roboport, to get stuck in an infinite loop where they try to approach their destination, run out of energy, go back to the roboport, and repeat forever, even though both ports (target area and fallback) are connected to the same network, which means there is a way they could use
- Flamethrower Turret:
Sometimes enemies will bug out and stop right at the edge of the turrets range, the turret will continue to shoot without hitting the mob, and the mob will stay unless killed otherwise (like, by the player), this can continue forever
[edit:] meant this: [*]Flamethrower turret no longer shoots in its prepare state. (46160) which is fixed now