Currently, the Battery Saver Skill is not working as intended. I did some testing and it appears, that the logic is inverted for the catapults. That means the passive battery drain of the generator will respect the skill as it should: constantly draning low amounts without the skill and lasting indefenetly without. But the catapults have it twisted: draining no energy while in standby mode without the skill, but starting to drain energy when the skill is activated.
As a result, the generator-catapult combo is never not draining energy what feels disappointing.
This was tested on the current build (most recent Hotfix 620060) in a World without mods with both the normal and the G.E.M.erator. (mostly with the normal version)
I have not looked very deeply into the code, but maybe the but is in winona_battery_low.lua file at line 136 / in winona_battery_high.lua at line 377:
inst.components.fueled.rate = inst._noidledrain and total_load or math.max(total_load, TUNING.WINONA_BATTERY_MIN_LOAD)
Since inst._noidledrain will be 1 when the skill had been learned I assume that has to be negated, but that is just a hunch.
As Winona with Battery Saver not learned, place two generators, then a single catapult next to one of them.
Let time pass, both will drain energy at the same rate (~10% per day).
Then learn the Battery Saver Skill and place two new generators and a catapult in the same manner.
Let time pass and notice how one stays at 100% while the generator with the catapult drains empty.
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