Event Controllers Not Working Correctly

Louis Tinney shared this bug 27 hours ago
Submitted

PC - playing SE (not SE2) multi-player.

Server is in my home - a second PC.

No other players (as yet).

All DLC.

Mod List:

  1. Skybox The Abuss - Speed mod
  2. Build Info
  3. Screen Gunk Be Gone!
  4. GPSHelper
  5. Ore Detector ++ 'APEX Survival'

Script List:

  1. GOAT! Sorter (replacement for Isy's Inventory Manager) - (throttled back to 25%)
  2. Isy's Renaming Utility
  3. PAM (in controller mode) x 2 (one for mining, one for icemining)
  4. PAM (in ship mining mode) x 5 (was 6 - lost a drone to misadventure)

Playing on Earthlike in the StarSystem

Sim Speed is routinely holding at 1.0

FPS 75

UPS 60

I have a common power maintenance setup where I use six event controllers to control three aspects of a hydrogen power economy.

  1. Turn on Hydrogen Engines - based on base battery levels dropping below 50%
  2. Turn off Hydrogen Engines - based on base battery levels rising above 95%
  3. Turn on O2/H2 Generators - based on base hydrogen storage dropping below 50%
  4. Turn off O2/H2 Generators - based on base hydrogen storage rising above 95%
  5. Restart PAM-controlled icemining drones - based on ice levels in dedicated and controlled storage containers dropping below 75%.
  6. Stop PAM-controlled icemining drones - based on ice levels in dedicated and controlled storage containers rising above 95%

The "how" of 5 and 6 have to do with sending CONT or HOMEPOS to all of the icemining ships at once - simple enough to set up.

All of this has worked very well in the past.

Since Core Update, I've been having intermittent issues with the event controllers simply not detecting the conditions that they're set up to detect. I don't mean the decisions aren't made. I mean that when you select the event controller, you usually get a readout in the detailed information about the state of the things being monitored - power levels or inventory or gas levels. That's not always happening.

It corrects itself if I shut off power to the ECs and then restore it.

But this is new behavior.

I'm wondering if anyone else has encountered this.

As a possible fix, I thought about setting up a timer block to simply power them all off and back on every few seconds, but that seems really janky.

Update: I tried the "possible fix" and its not holding. What feels like is happening is that if I log out or move away from my base (I've got mining going on 25km away that I visit now and then), the ECs just stop functioning. The TB cycling them off and then back on doesn't get them started again *unless I open the EC's controls" - then they'll start working based on the TB flipping the switch off/on. But they don't restart functionality from the TB alone. This feels like some sort of bug related to improving performance requiring player presence within a certain range or being logged into the game in multiplayer. If so, it's new. I've had bases scattered around a 300km area that ran flawlessly using this exact setup for quite some time. This issue means that I cannot automate a hydrogen economy without a constant presence in multi-player.

Replies (3)

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Upper image is what I'm seeing when I open the Event Controller. Lower image is what I see after I power it off and back on (and what I would expect to see and have seen over the past couple of years).


69fa9c7a141d1718d7aa69f007ead6ee

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I understand there is an acknowledged bug with ECs and magnetic plates/landing gear. I think that bug may be broader and bears deeper examination.


Thank you for your time.

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