[1.1.5] Rocket silo power inconsistency

We are aware of them, but they have low priority. We have more important things to do. They go here in order not to take space in the main bug thread list.
Post Reply
Merssedes
Fast Inserter
Fast Inserter
Posts: 105
Joined: Sun Oct 29, 2017 7:05 pm
Contact:

[1.1.5] Rocket silo power inconsistency

Post by Merssedes »

Today I found out that different stages of rocket silo working affected differently by low-power state.
Basically silo stages can be summarized as follows:

Code: Select all

Stage                  | Required power | Affected by low power
idle (day)             |    8.3 kW      | no
idle (night)           |   50 kW        | no
Rocket part production |  250 kW        | yes
Silo gate opening      | 4 MW           | yes
Rocket rising          | 4 MW           | no
Rocket launch          | 4 MW           | no
Silo gate closing      | 4 MW           | yes
So, i've question about rocket rising and launch stages: why they require full silo power, but can progress in case of power outage?
Suggestion: affect rising by power and remove consumption for launch itself.

User avatar
NotRexButCaesar
Smart Inserter
Smart Inserter
Posts: 1054
Joined: Sun Feb 16, 2020 12:47 am
Contact:

Re: [1.1.5] Rocket silo power inconsistency

Post by NotRexButCaesar »

Why is the now-removed lamp power consumption not a minor issue (100109), but this much larger gameplay changing (when launching space science packs for fish it is impossible to insert more than ten because the rocket will launch without power) bug is considered a minor issue?
: Alea jacta est. Determine what you intend to accomplish with an action before execution.
Have you ever heard the gospel? Most have not.

Post Reply

Return to “Minor issues”