2.5Reactor ignores Set Enabled=True toolbar action unless Set Enabled=False is executed first

SE2 Player shared this bug 10 hours ago
Submitted

The 2.5 m Reactor does not reliably respond to the toolbar action Set Enabled = True after the reactor has been manually turned off.

If the reactor is manually disabled through its terminal, executing Set Enabled = True from a Control Seat toolbar does nothing.

However, if I first execute Set Enabled = False from the toolbar and then execute Set Enabled = True, the reactor starts correctly.

This behavior is consistently reproducible and also affects automation using Timer Blocks and Event Controllers, because simply sending Set Enabled = True may fail to start the reactor.

Steps to reproduce

  1. Build a grid containing:2.5 m ReactorControl Seatsufficient reactor fuel
  2. Add the reactor to two separate Control Seat toolbar slots:Slot 1: Reactor → Set Enabled = FalseSlot 2: Reactor → Set Enabled = True
  3. Open the Reactor terminal and manually turn the reactor Off.
  4. Return to the Control Seat.
  5. Press the toolbar button containing:
    Set Enabled = True
  6. Observe the reactor state.
  7. Now press:
    Set Enabled = False
  8. Immediately afterward press:
    Set Enabled = True

Actual resultAfter manually disabling the reactor:

Set Enabled = True → reactor remains disabled / does not react.

But:

Set Enabled = False → Set Enabled = True → reactor enables correctly.

In other words, sending False first appears to reset or synchronize the reactor's enabled state, after which the True command works.

Expected resultIf the reactor is currently disabled, executing:

Reactor → Set Enabled = True

should always enable the reactor immediately.

It should not be necessary to execute Set Enabled = False first.

ReproducibilityConsistently reproducible in my testing.

Simplified behavior:

Does not work:

Reactor manually OFF → Set Enabled True → remains OFF

Works:

Reactor manually OFF → Set Enabled False → Set Enabled True → turns ON

Impact on automationThis also causes problems with Event Controller / Timer Block automation.

For example, I attempted to create:

Battery below threshold → Event Controller → Reactor Set Enabled = True

The Event Controller/Timer could execute correctly, but the reactor would remain disabled.

A workaround is to automate:

Set Enabled False → short delay → Set Enabled True

but this should not be necessary.

Possible cause / observationIt appears that the reactor's internal Enabled state may become out of sync with its actual operating state when it is manually switched off.

When Set Enabled = True is sent, the game may incorrectly believe that the Enabled property is already True and therefore does not perform a state transition.

Sending Set Enabled = False first appears to synchronize/reset that state.

Just for the record: Yes, I used ChatGPT to write both of my bug reports, that doesn't mean that I am a bot, or that bot created this :)

I can record myself reproducing both of the issues I reported today if needed.

Replies (1)

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Just to add, I was just now playing with this. The same issue appears with drills as well, and not only to set enabled, but also when it comes setting the mode of the drill (none, drill, dig). I am building the drilling rig, and was trying to automate the process at least partially, and this was giving me major headache, but now I can consistently reproduce the issues. Please let me know if you would like me to record some videos.

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