#Make every fuel rod run out at the same time
13 messages · Page 1 of 1 (latest)
Nah. Too simple.
To workaround this I've setup a terminal with multiple functions for the crew. One of which being fuel gauge calibration. The fuel gauge at it's core is simply dividing the total amount of fuel in the reactor by the number of rods.
If the fuel percentage exceeds 100% alert the captain in whatever way. The captain can then ask how many rods are in the reactor, or tell the crew to check. Then, the crew or captain can access the terminal to specify the number of rods you're using to obtain the correct average.
I prefer them to run out at different times. It means I can choose to stagger rods if I want
fixing the circuit issue with circuit logic makes more sense
You can't fix it though.
I'm saying game changes wise
this is an issue with not being able to get the right info. So it should be fixed by being able to get the right info
(or hard coding like most of the rest of us do, but thats a workaround)
The issue is not real anyway. People keep complaining that the % number jumps up with their normalized % display, but it has no real "problem". Honestly this was just a silly idea.
I mean its very very low priority. But it is unituitive
its labelled "fuel %" not like "fissible material" or something
but then an empty fuel rod is still IN the reactor, so it doesn't really work as fuel% either