Please change FUSE back

  • 12Me21
    1st May 2016 Member 0 Permalink

    (or add alternative)

    The only compact way to get a reactor to control an engine that uses PCLN is with FUSE, like here:

    Because it needs to wait a few frames after a spark ends before turning it off (like how FUSE used to only explode once it stopped getting sparked)

    unless you want to add PGRM, then I would appreciate if FUSE was reverted to what it acted like before.

  • jacob1
    1st May 2016 Developer 0 Permalink
    Sorry ... but i'm not going to add back a bug into the game just to fix your save.

    Back before February 2013, FUSE worked how it did now. SPRK set it off, and 40 frames later it would explode. In 2013, cracker64 made a change which accidentally added the bug you saw in version 90.2, where every SPRK would reset the timer back to 40 frames, causing it to not explode.

    In November 2014, the bug was noticed and I changed it back to old behavior. It doesn't really make sense to delay the explosion while it is being sparked.

    I don't know how long the broken behavior was effectively in the game, but it must have been at least 1.5 years for 90.2, plus maybe more. The fix took 1.5 years before anyone noticed too. I don't remember how it was noticed, maybe someone reported it? 2014 was so long ago, I must have fixed the bug right after 90.2 came out.
  • 12Me21
    26th May 2016 Member 0 Permalink

    well, I guess we'll have to give up on the dream of a stable NOT gate.

  • jacob1
    26th May 2016 Developer 1 Permalink
    @12Me21 (View Post)
    Haven't people made stable NOT gates before? (maybe someone else could find one). I think this is a case where you should look at what you really want, not at a bug you were using to get what you want. Maybe some kind of element that could be used in logic gates / actually was a logic gate would be better than adding this bug back.
  • Sandwichlizard
    26th May 2016 Member 0 Permalink

    yup,  I have 2 different perfect functioning NOT gates.