-
Notifications
You must be signed in to change notification settings - Fork 565
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Molotovs produce blueflame instead of normal fire/green fire. #7481
Comments
Couldn't reproduce, spawned molotovs were green and crafted ones were normal flame. |
Reproduced. However, using simple reagents that have hardcoded intensitymod or oxidizing by pouring them inside a drink bottle, you are able to make blue fire molotovs. Oxygen alone is enough to do this with its hardcoded intensitymod 0.75 and Oxidizing level 2. |
But isn't the issue about molotovs made from booze vendor producing blue flame? |
no ethanol based liquid inside the vendor is capable of making blue flame, boozepwr is overwriting any Oxidizing property that the reagent could have. This leaves the only suspects being any reagent that has the intensitymod hardcoded or oxidizing without any hardcoded intensitymod and no boozepwr (must not be child reagent of ethanol and ethanol itself) author couldn't or didn't notice that the alcohol bottles were filled with something else, likely contender being oxygen due to being easily accessable via chem dispensers or oxygen canisters which then they transfer to either reagent tanks or chemmasters to make into bottles. Can be done with research/doctor survs or even skilless with oxygen canisters if there's a condimaster in the colony (LV for example) or by emptying a reagent tank and filling it those canisters |
I am somewhat confused myself as to this as I can guarantee I tested it without oxygen or any other contaminants in the molotov and it produced blueflame; however, now it appears to be fixed and is generating fire as normal. |
Testmerges
#7242: 'WIP Yautja Clan TGUI Menu' by realforest2001 at commit fed028f #6334: 'Xenomorph Endgame' by Git-Nivrak at commit 689c350 #7164: 'Fax Responders' by realforest2001 at commit cc5f541 #7023: 'Research Rework Part Two: The Contract System.' by kiVts at commit e0a2a48 #7389: 'Raise Corpsespawner Limit' by BOBAMAx at commit a8abefa #7440: 'doubles facehugger generation rate' by Detective-Google at commit 825234d #7470: 'Fixes HTML Entity Codes In bug reports' by vero5123 at commit 2fd5a31 #6248: 'New Map: LV-759 Hybrisa Prospera' by Zenith00000 at commit b978509 #7471: 'Fix sentry additional shots and sentry flamer cause_data' by Drulikar at commit f27a0c0 #7473: 'Buff to Smartgunner AP ammo' by Drulikar at commit 13b0742
Round ID
24639
Description of the bug
Hand-made molotovs produce blueflame equivalent fire. It lasts as long, does as much damage and takes as long to extinguish as specialist pyrotechnician fire.
What's the difference with what should have happened?
Molotovs should produce red ethanol fire or greenfire.
How do we reproduce this bug?
Issue Bingo
The text was updated successfully, but these errors were encountered: