Closed Shados closed 2 years ago
I believe this was fixed by #56991 (or rather, pseudo crafting items were given a new, much higher arbitrary cap, rather than using the default battery of the reference item). I didn't get to crafting pliers in my attached test world, but I set up a situation where crafting of steel lumps would be charge-limited.
In an experimental version from 2022-08-05, the base camp can only craft 12 steel lumps (960 charges, limited by the 1000 charges of the default battery for an electric forge) In a fresh download today (2022-08-17-1336), the base camp can craft 125 steel lumps (10000 charges, the capacity of the attached medium storage battery)
This limitation will still apply to every appliance/vehicle part not changed by #56991/#60232. I think welding rigs are the next on my to-do list.
@ZeroInternalReflection OK, I'll close this off then. Slightly jank fix, and I feel I should note that one of your statements in "its capacity is large enough for a 50-batch of the most charge-demanding recipe" is invalid, because basecamp crafting can do batch sizes above 50.
Yeah, I agree that it's not an ideal fix. I also had not considered base camp batch crafting. I might bump the capacity of the pseudo battery higher just on principle. Unfortunately, the only alternative fix I saw was reworking the pocket-handling code to sometimes allow pockets to be filled beyond capacity, and I felt that was basically guaranteed to break things.
Describe the bug
When using the basecamp crafting functionality, the basecamp can make use of any electric forges set up as apppliances or vehicles and placed within a
Basecamp: Storage
zone. However, instead of being able to make use of the full amount of energy storage connected to said forge, it can only seem to use up to 1,000 charges at a time (possibly the forge has an internal charge buffer of that size?).I have a suspicion that the same behaviour happens with other powered appliance/vehicle tools, but I've not actually tested any.
Steps to reproduce
Basecamp: Storage
zone.The same happens with any craft or batch size that would require > 1,000 charges.
Expected behavior
I expect that basecamp crafting should be able to access and make use of all stored charges connected to the electric forge.
Screenshots
No response
Versions and configuration
Additional context
To add to the game report: I'm playing on NixOS unstable, using a local build of the game at
cdda-experimental-2022-08-13-2356
with debug symbols included.