[BUG] Bioreactor not producing power off bone shark [Stable 54762]

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Comments

  • KurasuKurasu Join Date: 2017-06-24 Member: 231322Members
    narfblat wrote: »
    @Kurasu it's more a case of consume the smallest first - even if the smallest wasn't there when the bioenergy was actually being produced. Energy used up is apparently tracked by the bioreactor itself, which then removes an item when the consumed energy is greater than the energy of the item. In your example above, energy consumed was 750 when you added the 100 energy seed, which was instantly used up. This made the energy consumed 650.

    I do agree, though, that this creates unexpected behavior. :)

    This is what I was saying as to how it worked, yes. Just worded differently/hopefully more understandably. :D
  • KurasuKurasu Join Date: 2017-06-24 Member: 231322Members
    edited October 2017
    Good news, at least: I ran a test on a Chinese potato.

    To get 'old': around 5 RL minutes (I didn't have an exact timer going; I may do it more clinically later on)
    To get from 'old' to 'decomposing': around 6 more RL minutes (see above; I definitely need to get better timing)
    To get from 'decomposing' to 'rotten': around 5-10 more RL minutes (I got pulled AFK and didn't realize there was a step beyond 'decomposing' so missed the exact timer on this)
    To get from 'rotten' to 'despawning': it hasn't happened yet, and I've been keeping an eye on it for close to 30 more minutes (so close to an hour now).

    In addition, the potatoes in my bioreactor are rotten, but they haven't despawned, even though they were put in *WAY* earlier, and are already at the maximum 'food rot' (-25 to both food and water if eaten).

    So either the despawning has been removed altogether (which would remove my concern here), or it's extremely long from your inventory (giving you plenty of time to get back to base and plant them) and apparently unlimited in your bioreactor.

    I'm going to wander around with a dead fish in my inventory (words I never thought I'd say!) while I'm exploring. I likely won't get an exact timer on when it disappears, if it does, but I can at least report *if* it does later.

    EDITED TO ADD: I happened to grab a lantern fruit in between doing stuff in order to put it in the bioreactor, and got distracted doing other things. The lantern fruit became 'old' faster than the cooked fish. Curious, I grabbed a handful of food one after the other.

    Different items go 'old' at different rates. Lantern fruit is 'old' within a minute or so, while the potato took around 5 minutes, and a marblemelon took a minute or two after that. Giving it more time, the lantern fruit was 'rotten' even before the other food had gone from 'old' to 'decomposing'. So it looks as if 'old' to 'decomposing' to 'rotten' is different from food to food.

    ..... because of course it is. Why would they want it to be easy? ;)

    No clue whether it's purely based on the foods, or on % of food value lost (since all perishable food loses food/water value at the same pace it seems).
  • Hulkie2345Hulkie2345 New York Join Date: 2017-08-23 Member: 232598Members
    I'm thinking the behavior in the reactor is set incorrect. From a logic POV. The reactor has already chopped them up. The Bio doesn't care if it's rotten or not. It's organic matter either way. I think they just need to disable the decomposing readouts in the UI.
  • KurasuKurasu Join Date: 2017-06-24 Member: 231322Members
    @Belgarel Another organic thing that won't go in the bioreactor: Blood Oil is not considered bioreactor fuel.
  • BelgarelBelgarel Join Date: 2017-07-03 Member: 231570Members, Subnautica Developer
    Kurasu wrote: »
    @Belgarel Another organic thing that won't go in the bioreactor: Blood Oil is not considered bioreactor fuel.

    Fixed in 55896.
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