Attached is a world save with foundries that display the issue.
Despite some foundries having the "working" indicator (green light) active continuously, they never emit the working signal from "Read Working".
It appears this is related to the "multiple crafts per tick" update that came with 2.0, if I had to guess. You'd expect this behavior under the following conditions:
- the green light is on if the machine is attempting to craft 1 or more items on that tick
- the Read Working signal is on if the machine is attempting to craft its maximum crafts for that tick
I would expect the green light and the Read Working signal to match each other, since with slower crafts this is how it seems to behave.
Maybe out of scope, but it would be nice if it was possible to read that "extra crafts" info via signals.
[2.0.35] "Read Working" signal not on when working
[2.0.35] "Read Working" signal not on when working
- Attachments
-
- bongus2.zip
- save featuring the issue
- (1.46 MiB) Downloaded 56 times
Re: [2.0.35] "Read Working" signal not on when working
Looking into this, it seems that the current behavior is "correct" but is not quite so useful.
The machine has updated, but then ran out of ingredients and turned itself off. Then, fluids update and move more fluids into the machine. Then, the next tick, the circuit logic updates and checks "the machine is off, it had no ingredients", then normal entity logic happens again and the machine now has fluids and the cycle repeats.
The machine has updated, but then ran out of ingredients and turned itself off. Then, fluids update and move more fluids into the machine. Then, the next tick, the circuit logic updates and checks "the machine is off, it had no ingredients", then normal entity logic happens again and the machine now has fluids and the cycle repeats.
If you want to get ahold of me I'm almost always on Discord.