Grid Sage Forums

Grid Sage Forums

  • November 22, 2024, 06:08:16 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Author Topic: [5b] Non-functional part has functionality  (Read 1553 times)

greymedicine

  • Unaware
  • *
  • Weekly Seed Participant Supported Cogmind Alpha Access 2015-2017 (Prime Tier)
  • Posts: 4
    • View Profile
[5b] Non-functional part has functionality
« on: December 20, 2015, 04:51:19 PM »

This Improved Deuterium Engine has 'non-functional' status yet equipping it improves my energy reserves and recharge rate.
Logged

Kyzrati

  • Administrator
  • True Cogmind
  • *****
  • Posts: 4477
    • View Profile
    • Cogmind
Re: [5b] Non-functional part has functionality
« Reply #1 on: December 20, 2015, 06:01:32 PM »

Thanks, how did this particular part become disabled? Is it a duplicate of this issue?

Disabled parts (notably power sources) still working is one of the main bugs I didn't have enough time to fix for the Alpha 5 release, since it will require a lot of testing.
Logged
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

greymedicine

  • Unaware
  • *
  • Weekly Seed Participant Supported Cogmind Alpha Access 2015-2017 (Prime Tier)
  • Posts: 4
    • View Profile
Re: [5b] Non-functional part has functionality
« Reply #2 on: December 20, 2015, 06:29:30 PM »

No, this was combat related. I haven't used repair stations this game.
Logged

Kyzrati

  • Administrator
  • True Cogmind
  • *****
  • Posts: 4477
    • View Profile
    • Cogmind
Re: [5b] Non-functional part has functionality
« Reply #3 on: December 20, 2015, 06:46:01 PM »

Got it, thanks! This'll be fixed in Alpha 6, for sure.
Logged
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Kyzrati

  • Administrator
  • True Cogmind
  • *****
  • Posts: 4477
    • View Profile
    • Cogmind
Re: [5b] Non-functional part has functionality
« Reply #4 on: January 12, 2016, 08:08:08 AM »

Solved this one today, and it turns out it's not generating power for you, just adding to your total capacity since the method used to calculate it didn't take broken power sources into account. Your energy generation value changed slightly not because of the power source's generation, but because detaching it changed your overweight multiplier which affected your speed and therefore energy per turn.

Thanks and fixed :D
Logged
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon