Event Controller state does not update when piston limits change

Rozwel shared this bug 11 days ago
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Event Controllers monitor pistons as a percentage of their allowed extension with respect to their limit values. If the piston moves across the monitored percentage the EC sees the state change and updates its output accordingly. However, if the limits change the EC does not detect that the piston percentage has changed and will not trigger the appropriate output. Given that the piston's Set and Move tool bar action changes the limits, the EC's behavior is frequently broken.

Possible fixes

  1. EC monitors the Piston's limits as well as position and triggers an update as appropriate when any of the 3 change. Closest to current behavior while fixing the bug.
  2. Piston percentage is reported as percent of total available movement, ignoring limits. This would be closer to the behavior of the rotor & hinge monitoring in the EC but potential to break some existing builds.
  3. Piston monitoring changes to use actual extension numbers, not percentages. Example, .5m instead of 25% for a small piston with limits set to 0m and 2m. This would be a significant change in the way the EC is configured, but is probably the most intuitive use of the system and could be implemented alongside the existing percentage based monitoring to prevent breaking existing builds.

Replies (4)

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PC v1.205.026 b3

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Added note, I worked around this by using Event Controllers, Timers, and Lights as State indicators. It required 14 blocks to implement a "Move To" action that didn't break the limit settings, this was with a couple blocks doing double duty as state trackers and action triggers. A Programable Script could have done it in one block, but would have required experimental mode and some careful scripting.

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Hello Engineer,

Could you possibly attach a blueprint or a world representing the issue you are reporting?

If you upload it to Steam and set to Hidden, nobody else except us will be able to see the blueprint.

Thank you!

Best regards,

Keen Software House

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Example of the issue as well as my workaround showing an example of what seems like more expected behavior. Attached or available via steam link.

https://steamcommunity.com/sharedfiles/filedetails/?id=3456956053

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