[2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty

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tiriscef
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[2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty

Post by tiriscef »

The mod Progressive Productivity adds a lot of technologies with CraftFluidTechnologyTriggers. While the Research Queue contains at least one technology, this works as intended.

When the research queue is empty, technologies with really high, implausible crafting triggers get unlocked instantly. (Screenshot 1)
The production statistics claim a really high number (922P/m) of Science that are produced. (Screenshot 2)

While producing the 2 Screenshots I even found a game freeze related to this:

1. Load the appended map.
2. Open the Research Window.
3. Remove the Technology in queue.
4. Close the Research Window.
5. While the game enables a lot of technologies (so during the next ~5-10 seconds): Click on the Research Button thingy in the top right corner.
-> The Game freezes. (Screenshot 3)
Attachments
screen3_game_freeze.png
screen3_game_freeze.png (257.35 KiB) Viewed 100 times
screen2_science_in_prod_tab.png
screen2_science_in_prod_tab.png (115.48 KiB) Viewed 100 times
screen1_tech_unlocks.png
screen1_tech_unlocks.png (310.36 KiB) Viewed 100 times
space age2.zip
(6.67 MiB) Downloaded 9 times
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tiriscef
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Posts: 101
Joined: Thu Mar 28, 2019 8:45 pm
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Re: [2.0.15] Technologies with a CraftFluidTechnologyTrigger calculate fluids incorrectly when research queue is empty

Post by tiriscef »

I noticed my attached map is a bit bad for reporting, because it didn't contain the Progressive Productivity mod and it had a mod not in the mod portal. So I produced a better save for the freeze reproduction.

Sometimes the freeze doesn't happen on the first click on the Research button thingy. I haven't found out what's actually triggering it.
Attachments
ready2freeze.zip
(6.75 MiB) Downloaded 11 times
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