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Wiring Issues still exist

Discussion in 'Starbound Discussion' started by Paragon123, Jan 29, 2014.

  1. Paragon123

    Paragon123 Subatomic Cosmonaut

    while I remain on a planet the wiring does not seem to disconnect, however beaming off and returning to a planet tends to disconnect some nodes, as does save/loading a game. It seems more likely to occur with long connections (multiple screens), but I have seen at least one instance where two nodes, close enough for both to be on the same screen at the same time were disconnected.

    I am not sure the cause of the bug, either quantity of nodes, quantity of connections, length of connections or a combination of those. I started noticing it after >300 logic gates with easily three times that number of connections. Most connections are one to two chunk widths away from each other, but some long connections may be more than five chunk widths apart. This is especially frustrating since having too many nodes on a single screen causes extreme FPS drop rate but moving them too far apart causes unreliable connections.

    Also, not sure if it is a bug or a feature, but at a certain distance, connections are not displayed despite being connected (Moving closer to the output node causes the connections to be drawn again), honestly though this isn't too big an issue, it can actually make it easier to work in some situations (Being able to control when a connection is displayed would be ideal, perhaps shift clicking with the wiring node onto a node hides/displays connections? This would help with FPS and also with being able to keep track of everything. although something would still have to indicate that there ARE connections. )

    In some cases (Not certain of cause) you need to click to the right of a connection node to make the connection, the distance offset from the center you have to click is fairly predictable so once you realize clicking the connection node its self won't work you know to click about half a tile to the right.

    Small wall switches don't seem to work the way they had... maybe intentional?
     
    Last edited: Jan 29, 2014

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