https://imgur.com/a/PwCb6Un One of them is a screenshot the other 2 are a picture of my monitor because that was easier. I hope you can recreate the glitch with this. I also updated the engine with a cover over the spark plug to prevent it from being pulled. I also apologise for my long reaction time. I cannot check my phone that often.
I have now discover that the problem can only occur during the combustion event. If i remove the spark plug and ignition cannot occur then the piston cannot pull the head down. I am currently working on a save that produces the undesired effect semi-reliably. I will update this message with the save once i have made it. I also do not recall having downloaded any type of mods, but i will reinstall the game in case that's the problem wich i doubt because the glitch still occurs on my phone , the web version and on my laptop and It happens wether im logged in or not.
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I think i have figured it out. The ignition is not the problem. the problem is caused by the titanium sparking from the ignition (also why i thought it was caused by the combustion as when i removed the spark plug it didn't occur) I still couln't get it to occur with any other gas as they would either block the piston or valves. or ignite the intake if i kept the spark plug on in an attempt to increase the chance of the glitch occuring. I have made a version one where the glitch can occur very reliably. and i have confirmed that it's definitely caused by the titanium getting sparked.
V2: 3375885
I don't know if what im calling a glitch is intended since the wiki does state that it's intended for spark to change the properties of the material. It specifically states that if titanium is sparked its abilty to hold pressure is removed temporarily because of it turning into spark. If you can change this behaviour for pistons and their C-type i would be very grateful.
Hello @jacob1, I have some issues with the game.
All the sensors in the game have inconsistency with how the range works once they are in their de-serialization modes. Their ranges are no longer customizable with tmp2 when they de-serialize.
Also Heat Switch only de-serializes temperature onto itself, not onto particles next to it like very other sensor in the game, and this causes some inconsistency.
In deserialization mode, sensors only need to affect whatever's touching them; customizable range is of no use in this endeavor. Also HSWC conducts heats or cools and element you're trying to heat or cool with it, so it only needs to change it's own temperature to match the data of adjacent FILT. The only exception is elements that don't conduct temperature, but you wouldn't be putting deserializing HSWC next to those elements anyways.
i have a suggestion. make it so you can electrolyze saltwater into acid (or maybe caustic) and base. it would certainly help in my chain of making things from thin air and add new, unique mechanics. you could also add irradiation to be able to change the "genome" of seeds randomly. another thing, i'm just curious why using the erase tool (for elements) in fill mode also deletes walls. sorry for cramming so much text into 1 post, but i also like how you can do reverse alchemy with base (turning gold into iron). very fun.