[BUG] Bioreactor not producing power off bone shark [Stable 54762]
Kurasu
Join Date: 2017-06-24 Member: 231322Members
Something odd is happening in my present game, where one of my bioreactors doesn't seem to be producing power at all even though it is filled with a bone shark. The reactor isn't pumping any energy out unless I put something inside along with said shark, upon which time it runs off that object until said object is gone, then again stops producing. It's as if it's completely drained the bone shark of power, but not actually deleted the object.
Figured that the best way for you to be able to look at the data and figure out what's going on might be to have a save; I've got a zipped save where I'm standing in front of the 'afflicted' bioreactor.
Figured that the best way for you to be able to look at the data and figure out what's going on might be to have a save; I've got a zipped save where I'm standing in front of the 'afflicted' bioreactor.
Comments
My guess is they didn't code it so that certain fauna were never expected to be placed in the bioreactor. For instance:
1. Bone Sharks
2. Reaper Leviathans
3. Ghost Leviathans
4. Etc...
Wh-wh-what? Who would be crazy enough to breed bone sharks in containment?
I use lantern fruit almost exclusively, but I've used peepers and creepvine on occasion, so I'm not sure about the boneshark issue you're having.
Try deconstructing the reactor, just a little, then reconstructing it? That might make the object go away. Of course the real issue is whether or not you can reproduce the problem.
Yeah, well, they shouldn't have tried to eat my sub constantly!
That's why I zipped the save. If I do something and it fixes the problem, that's fine, but if there's a recurring issue, it might be good to know *why* it's happening so they can correct the spot in the code if it's something minor.
I removed the solar panel manually.
Power continued to tick up, thus making it clear that the bioreactor is apparently being overwritten by the solar panel altogether, and when it's gone, is now active (or trying to be?).
So that leaves some extra confusion on my part: is the issue with what's inside the bioreactor? Or the overlap of bioreactor + solar panel? Or both? I would have assumed when the solar panel stopped working, the bioreactor would take over. Am I mistaken? Is that intentional? Or am I misreading yet something else and should try yet another test?
@Belgarel is there a testing regimen you would recommend? Looks like you've got a volunteer for testing (unless the info provided is already enough).
I want to say they fixed the problem with ion batteries not working in the Habitat Builder by simply modifying a simple variable or list that determined which batteries it would accept. I'm hoping there is a similarly easy solution for Bone Sharks. I assume the Bone Shark just doesn't have a value for "bio energy" or somesuch. Thus, you drop it in the Bio Reactor and get no energy. But who knows...
Happy to test, plus I have the save of me standing in front of the offending bioreactor in case you want to poke a finger at the data it contains.
54991 is the version with the fix.
54991 /main 2017-10-12 04:49:28 Steven Brown Fix spinefish being considered non-organic by the bioreactor. Power values are copied from the hoopfish.
Also, just as an FYI: Crabsquid are considered non-organic as well. You can't put them in the bioreactor at all. Unless that was changed in an experimental.
Thanks! I definitely don't know my Subnautica fish.
.... or it might say just how much of a biology nerd I am. Either-or.
Anyway, spinefish are the little edible fish that look like fishbones. I noticed a long while back that you couldn't stuff one into the bioreactor for whatever reason. Maybe they were added later in the game and just not set properly.
Is the save posted somewhere? I'll take a look. I tried a boneshark and didn't see anything wrong.
Fixed in 55053.
@Belgarel
Thanks for the fix! It's not posted anywhere, no. I was going to ask: where does one post .zip files like that for accessing? I'll do that right away; wasn't sure if there was a specific place they were put, but I couldn't find it. :P
Link: https://drive.google.com/open?id=0B-t_orVupbD9ZkdUbTVPZUFPZVE (hopefully that works)
Bioreactor was added, and not filled with anything. Power is 250/750.
I filled it with (this time) a holefish. I stayed at 250/750. Neither ticking up, nor down. Unless my base was keeping complete pace with the scanner room (draining at the *exact* pace it is gaining energy) that seemed suspicious. So I decided to test a couple other things.
I removed the solar panel. My power is now 0/500, with no power warnings from the base.
I removed the scanner room. My power began to tick up normally.
I reloaded the game to *before* I removed the solar panel and scanner room, but *after* I filled the bioreactor. Power began ticking up (and down) normally.
*scratches his head*
For your newer test, I tried replicating that on experimental and it seemed to be working as it should. The scanner's been tweaked a lot lately and in earlier versions might not have restored its state correctly on load leading to it not drawing power. The power produced by the holefish was probably very similar to the power drain of the scanner room but it's been changed recently and outpaces the scanner. It might be worth trying out experimental and see if you see the same.
I noticed that when I built an aboveground base and couldn't reach the roof.
Thanks for double checking! I suspect that's what the issue was/is with the save: confusion on my part about how the power system works. It's impossible to tell where things are coming from and what is and isn't giving it.
The second was *definitely* more baffling, but I had intended to try a new game again on experimental and see how things go from there (I didn't want to restore the old save where the 'holefish' thing happened; I was mostly just throwing stuff at the wall with experimental). Will let you know if it happens again.
I have actually noticed the 'deleting items' thing my own self. I have/had a theory that what was happening is that the item was going away immediately because their power level was being 'added' to the thing(s) already in there.
So if have, say, a crashfish that is at 250/1000, and you put in a 100 power seed, the seed immediately vanishes, but the crashfish is now 350/1000.
..... at least that is my guess, considering I've had a number of things that I put into the bioreactors that just straight up disappeared in the past. It seemed to make the most sense as to why.
Also, if it helps: when the power is "doubled", items take 2x the amount of energy (IIRC). So, fabricating something costs 5 power, well, if your panels are on the base instead of the ground, they cost 10 power instead. -- Not sure how that plays with mixed generator types, would have to check. Also this might be outdated info, but last I knew, it wasn't.
Suggestion: would it be possible to add a % of power left, or a number of points left, to the fuel inside as well? Or would that be too easy? It might at least make it clearer to people why when they add some items to their bioreactor, the item disappears instantly (unless that's *not* the reason).
Personally, I feel bioreactor fuel should be a case of 'First In, First Out' rather than 'First In, Last Out' myself. It only makes sense.
I do agree, though, that this creates unexpected behavior.