#Fuses burn at different speeds
1 messages Β· Page 1 of 1 (latest)
That sounds weird...never seen or heard about that. It should burn at the exact same rate - but because it burns at the same rate, the time it takes to it gets to its destination might take longer if the destination change position.
Have you figured out how to recreate it?
I have no idea how or why it happens. It seems like it stops for a moment when it reaches a firework
I have tried to remove the fuse and put it on again. But it still acts the same way
So you can actually reproduce the bug?
I mean, i have a blueprint where it happens at the same spots everytime even if i remove the fuses and put new ones on. So yes i guess? π
https://www.youtube.com/watch?v=DCfu9P-0NmY Recorded a video showing what i mean. It also becomes an instant fuse on the tubes as you can see
Video is private so can't see it π
But always nice with a video of the bug πͺ
π thought sharing the link would make you able to see it
Try now
No have to be set to Public or Hidden for the link to work for all π
Yeah teh Guanaco search mod doesn't work right now after latest update, but I'm sure he will fix it soon - saw you tried to search π
When that said.... I have no idea how to see things are not working as expected form that video π
Need a simpler sample π
You are aware that things can chain react right? So things can set other things off if they are too close etc....sure it's not just that that happens?
I thought you could visually see the fuse move faster/slower
Found out π€£
Yes, but those options are turned off
You can if you stand closer, it's llike the fuse pauses everytime it reaches a firework
Same happens with the white fuse now that i think about it
It's really hard to explain. Id rather show you ingame whenever you have time
Thats the server settings
Hmm ok that's odd
Im uploading a video right now where you can see the fuse up close and you will instantly know when it happens
Starts with 1m fuse, goes to 5m fuse right after untill the video ends
Earrape warning i must say, mascleta show π
Hmm yeah ok here it's more clear...it's like it's going half speed after multiplaye fuses were connected
Please leave the video online, as I'm gonna link to it from a bug I will create
Yeah, it seems like the fuse pauses at every firework it reaches
Or it runs at lower speed...
But I have created a bug now
Will do, Let me know if you have any other questions about it
Were you able to recreate it yourself?
I have it on the todo with the other shaking bug you found π
However, I don't know when I will look into it - working on some stuff right now to preparer for release.
I know it's bugs...but it's not game breaking bugs these ones π
Tell that to my OCD π€£
Haven't had time to look into it...but I know how to now as you showed me π
And it's apparently both an issue for Client and Host...so it's "something" with the games code
Haha
Atleast its good if you can recreate the bug
Thats good news i guess π
Could you upload the blueprint for that. Thatβs sickπ₯
It's quite big π
i can probably send it in dm
Well it's the same with instant fuse
Just connect a bunch of rockets and use instant fuse
They will not all go up at the same time
Hmm... feels pretty much the same time to me?
That's not enough to trigger it
More rockets or longer distance?
More rockets
Make them in a long line
Really close to each other
Than ignite it on one aide
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Ok, I'l try that
But in the middle of fixing some mortar stuff and soon dinner, but I'll try later π
πππ»