Loader with fluid energy source doesn't work properly at all
Posted: Tue Dec 02, 2025 8:18 am
Tried a couple of things when messing with fluid energy sources on loaders, and none of them function like one would assume. Having only fluid_usage_per_tick and energy_per_item = nil or 0J, loaders will work regardless of if they have fuel and flash a warning if they don't have fuel. Fuel will not be consumed in this configuration. Having a fluid_usage_per_tick and nonzero energy_per_item causes the loader to consume fuel based on fluid_usage_per_tick, but no items will be transferred under any circumstances.
I haven't tested other configurations but I would guess that they don't run into these issues, as for all other setups there is some energy ratio per fluid being considered for energy_per_item.
The loader not working when fluid_usage_per_tick is set with a nonzero energy_per_item makes sense, although perhaps this should result in a startup error instead of weird interactions. I would expect that fluid_usage_per_tick with energy_per_item = nil or 0J would make the loader work, but only when it has fuel, but perhaps that's a bad assumption. If neither of these are in fact bugs, then I would like for a way to have a loader work when it has fluid and only when it has fluid.
I haven't tested other configurations but I would guess that they don't run into these issues, as for all other setups there is some energy ratio per fluid being considered for energy_per_item.
The loader not working when fluid_usage_per_tick is set with a nonzero energy_per_item makes sense, although perhaps this should result in a startup error instead of weird interactions. I would expect that fluid_usage_per_tick with energy_per_item = nil or 0J would make the loader work, but only when it has fuel, but perhaps that's a bad assumption. If neither of these are in fact bugs, then I would like for a way to have a loader work when it has fluid and only when it has fluid.