Reproduction:
* Run the attached save with the attached mod.
* Extend the pipeline through the forest and wait for a bit.
* The spawned pipeline-pipes-turret sections will open fire.
* Modify the mod at `modules/oil.lua:247` to say `energy_usage = "0J"` and redo the above steps.
* The spawned pipeline-pipes-turret sections won't open fire because the pumps are no longer pumping.
[2.0.43] Pumps don't pump fluids if their energy usage is 0J
[2.0.43] Pumps don't pump fluids if their energy usage is 0J
- Attachments
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- hostile-trees_0.3.5.zip
- (64.5 KiB) Downloaded 39 times
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- oil_trees.zip
- (2.03 MiB) Downloaded 35 times
Re: [2.0.43] Pumps don't pump fluids if their energy usage is 0J
This could be fixed by a documentation and prototype validation improvement. If you need to make a pump that does not use any energy, you should probably use the 'void' type energy source.
My mods: Multiple Unit Train Control, RGB Pipes, Shipping Containers, Rocket Log, Smart Artillery Wagons.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.
Re: [2.0.43] Pumps don't pump fluids if their energy usage is 0J
I already am, it's just surprising that 0J energy usage equals disabled building.
Re: [2.0.43] Pumps don't pump fluids if their energy usage is 0J
Thanks for the report however I don't consider this worth changing. If it's not crashing, and there's already a simple solution (use the void energy type) - it's fine to work how it does.
If you want to get ahold of me I'm almost always on Discord.