no engergy consumption when using the mod
Opened this issue · 1 comments
P1tt187 commented
strange effect when using the mod.
no energy consumption is visible in any building when the mod is active
used mods
{
"language": "de",
"activeMods": {
"Barrow": {},
"BetterStorage": {
"ITEMS_PER_SLOT": 9,
"ADD_STORE_ROW": true
},
"BugFix": {},
"ChangeCampaignClan": {
"CLAN": 0,
"SWAP_CLAN": false
},
"ChangeGameSettings": {
"MAX_AGE": 24,
"POP_SOLL": 22,
"MIN_EXP": 1,
"MAX_EXP": 2
},
"CommandF9": {
"TOOLS": true,
"WEAPONS": true,
"MOVEMENT": true,
"TRANSPORT": true,
"MULTIPLE_ITEMS": true,
"LOWER_ITEMS": true
},
"DigglesHDmod": {
"LANGUAGE": "en",
"GROUND_TEXTURES": true,
"SUPER_HD": true
},
"DroppingResources": {
"CIV_DROPS": true,
"DROP_CHANCE": 4
},
"DwarfStatistics": {},
"MushroomSettings": {
"GROWING_TIME": 170,
"SPAWN_TIME": 200,
"HAT_PHASE_1": 1,
"WOOD_PHASE_1": 0,
"HAT_PHASE_2": 1,
"WOOD_PHASE_2": 1,
"HAT_PHASE_3": 2,
"WOOD_PHASE_3": 1
},
"PowerPotion": {},
"ProductionStatistics": {},
"RareResources": {},
"Recycling": {
"CHANCE": 60,
"EXP_INFLUENCE": true,
"INGOTS_TO_ORE": true
},
"Rimless": {},
"StoneDoor": {},
"SwitcherGeneratorDungeon": {},
"RevisedPlanner-0.1": {}
}
}
saibantes commented
I can confirm this bug.
It has three effects:
- The "currently consumed power" in the info text always shows zero,
- the animation of the power plant is never running,
- the stored energy is not consumed, so a re-fueling is never required.
I have currently no plan to change this.
It looks like the Tcl commands to do that are not working. I could re-implement them in Tcl, but that would be some effort I am currently not willing to spend. Also I think the first item can never be fixed from within Tcl.
If anyone can look into the source code and tell me if and how get_energy can be used, let me know.