PDA Signals do not show in creative mode

Discussion in 'Backlog' started by ravien_ff, Jan 16, 2023.

  1. ravien_ff

    ravien_ff Rear Admiral

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    For more information see here Bug Report Template

    Build: 4016
    Mode: Single player
    Mode: Creative

    SERVER NAME: NA
    SEED-ID: Any

    If applicable:
    MODIFIED PLAYFIELDS: Both

    Reproducibility: Always
    Severity: Minor

    Type: Signals

    Summary: Signals from the PDA do not show in creative mode.

    Description: Signals that are sent by the PDA (for example the *ExplodeRadar signal in vanilla) do not show in the game in creative mode.
    This means in order to use those signals in your POI blueprints, you first have to add a lever to the POI with the signal name you want to use (ie *ExplodeRadar), set up all your signal logic, then remove the lever before saving the blueprint.
    This will keep the signals on all the devices you set and it will be shown in red while in creative, but it will work in survival when used for a mission.
    Of course this is a tedious workaround.

    This affects custom scenarios as well as default creative.

    Steps to Reproduce:
    1) Start a new game in single player survival and spawn a new base.
    2) Use the cm command to change to creative mode and access the signal logic of the base and you will see the PDA signals available to use.
    3) Reloading the same game, or starting a new creative game, will not show those signals in the signal list.

    Screenshots, Crash Logs, any other Relevant Information or Download links:

    Screenshot of the signal list in a survival game turned creative with cm:
    [​IMG]


    Screenshot of a new creative game:
    [​IMG]
     
    #1
    Vollinger likes this.
  2. ravien_ff

    ravien_ff Rear Admiral

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    Now I can see some players getting confused by this ion creative mode, so maybe a way to make it so those signals only appear on structures that use an alien core or alien admin core?
     
    #2
  3. Fenra369

    Fenra369 Commander

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    This actually doesn't seem to work unless you are *very* specific in how you do it. For use in Circuits it's almost impossible, because the missing signal logic gets 'checked' and 'corrected' in creative. You basically have to try and defeat the circuit input logic checks by removing the lever with the signal, and immediately saving without opening the control panel again. Once you open the panel again, it will destroy the old logic, requiring you to repeat the workaround *every* save.
     
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