Topic

Machine Fueling 'glitch'...

When you fully disassemble and reassemble a machine, it gets refueled 50 units at the cost of only 15 energy... So everytime we do this, we get free fuel. 

So, what's the point of going around and harvesting all those PB&J's??

I find myself constantly assemblying machines... 

Posted 6 months ago by Berke Subscriber! | Permalink

Replies

  • Yes, me too.
    Posted 6 months ago by Leites Subscriber! | Permalink
  • Mmm thanks for the tip! I haven't tried this.
    Posted 6 months ago by Ac0rn Subscriber! | Permalink
  • It was briefly nerf'd such that you only got 10 fuel, but then someone complained that this penalized people who were moving a fully fueled machine.  I think it would be better to nerf it and let the chips fall where they may.
    Posted 6 months ago by Sue Chef Subscriber! | Permalink
  • In this case, I am left with the 30 fuel cells that I will probably never use again... 

    Oh well...
    Posted 6 months ago by Berke Subscriber! | Permalink
  • At least now you can use runs that use more than 50 fuel at a time... so if you want to make 80 boards instead of just 50... and there is a badge for fueling machines. I like having the option to either use fuel cells or not. Generally I won't, and it certainly is nice not having to hang around in those nasty bogs...
    Posted 6 months ago by LokiPDX Subscriber! | Permalink
  • Berke, 

    I still use fuel cells to get full 100% fuel capacity especially with the woodworker. 80 boards in one go ain't so bad. :)
    Posted 6 months ago by Hellyeah Subscriber! | Permalink
  • When I crack open a machine, it's not to run 50 units of fuel. I generally go through at least five or six cells per batch (of whatever) and disassembling and reassembling just seems like a loophole game so I simply refuel. I do not however, try to fill it up to the brim after my batches are done, simply because it doesn't come back online full up once reassembled...
    Posted 6 months ago by Woochi Subscriber! | Permalink
  • Sorry to be slightly off topic, but doesn't it seem that making 80 boards takes way longer than any other comparable operation? I really get tired of waiting for it to finish. Not to mention that there's no progress bar to let you know how its progressing. I'd probably make more furniture if making boards weren't such a drag.
    Posted 6 months ago by Hawkwell Subscriber! | Permalink
  • Hawkwell, 

    You can do other stuff without using tools, like mining, harvesting, etc. I normally just go back to the world and do things, instead of waiting by the machine. :)
    Posted 6 months ago by Hellyeah Subscriber! | Permalink
  • This isn't a glitch. Since the machines can't remember whether they had 0 fuel left or were full when you disassembled them (yet!) you get 50 fuel when they are assembled. So if you disassemble and reassemble a full machine, you lose some of your fuel, but if you disassemble and reassemble an empty machine, you gain free fuel.

    When I'm not making much, I tend to disassemble and reassemble when I'm not making much, but when I do larger batches I just refuel the thing.
    Posted 6 months ago by Kalmiopsis Subscriber! | Permalink
  • My suggestion: Have 2 (possibly more) engines. One is normal, and gives 50 fuel when assembled; one 1 "depleted" and gives 0 fuel when assembled. People will still gain (and now lose) fuel but it won't be exploited so badly.
    Posted 5 months ago by Yendor Subscriber! | Permalink
  • Or have the fuel capacity stored in the engine when the machine is disassembled, so it reassembles at that capacity.  Allows you to move a fully fueled machine.
    Posted 5 months ago by MG Botia Subscriber! | Permalink
  • While we're at it, why limit us to 100 fuel per machine? I'd like to see upgrades for machines that allow you to put at least 200 fuel in at once. I'm constantly refueling and would love to be able to not only skip the Fuel Cell selection dialog (as there's only one type of fuel), but also be asked how many fuel cells I'd like to add. Bonus points if I can just select the max number and it only uses what is needed, akin to how piggy feeders and stills work when you add items to those.
    Posted 5 months ago by Kerlick Subscriber! | Permalink
  • Well, I'm still not using any of my hard earned fuel cells... It's just easier to disassemble and reassemble for me.
    Posted 5 months ago by Berke Subscriber! | Permalink
  • I'm curious as to whether TS considers this an exploit.
    Posted 5 months ago by Piece of Serenity Subscriber! | Permalink
  • Also - did anyone notice how making max amount of beams costs 160 fuel?  That's past the limit!
    Posted 5 months ago by Dartha Subscriber! | Permalink
  • I'd label this as sploits without a doubt!

    EDIT to add:

    And really, the fix is simple. You have to drain the fuel from your machine before you dissemble it. Add an "Your machine contains fuel which will be lost! are you sure you want to tear it apart?" then revert to the zero fuel model. 
    Posted 5 months ago by Pilcrow ♠ Subscriber! | Permalink
  • Part of the issue when they originally changed it from 50 to 10 was that street projects were still in the game or only recently gone, and there was talk of building group halls, and it was unclear at the time whether in the housing move we'd have fully built machines or have to rebuild them.  Many folks would bring their machines to the street projects to help everyone there, and it really wasn't fair to them to have the huge penalty if they had to disassemble a nearly full machine, only to take it to the next street and start at nearly zero. Granted, everyone pitched in fuel cells to help out, but still...it seemed like a drastic nerf for those needing to move machines. Also, many of us didn't know prior to the housing change if we needed to just use the machines and drain them, or if we left them nearly full and had to rebuild if it would adversely affect us.  I think TS erred on the side of caution and reset the rebuild to 50 to take any of these contingencies into consideration.

    Given that we've not seen street projects in a long time and we are past the housing move/transition, it now is sort of a moot point.  There really is no current reason for a person to NEED to move a machine regularly, except to exploit the fuel refill.  Probably could go back to 10 fuel on rebuild, and not have a huge negative affect on most folks at this point (except those that are exploiting the rebuild refueling), and would prevent those from exploiting the 50 fuel rebuild. 

    They said they would look into having the machine remember how much fuel it had, but I guess given all the other changes, it was either back burnered or just too hard to do.   Though maybe by the time we need to move machines again for various projects, they can get this figured out.

    I was a huge advocate for the reset back to 50 back in the day...but at this point, changing it back to the 10 is probably the most prudent/logic options in our current environment.
    Posted 5 months ago by b3achy Subscriber! | Permalink
  • The best way IMO to make the machine remember the fuel it had, is to put the fuel variable on the machine's engine. That way, disassembled or not, it'll always have a fuel value. I dunno if the engines you buy from the hardware/tool vendors should start at 50 or 0 but this would prevent this exploit and it would also prevent you losing the >50 fuel when disassembling too!
    Posted 5 months ago by Lorraine ♪ Subscriber! | Permalink
  • There is a small problem with starting fuel at 0: It's impossible to bootstrap your machines as you need at least 1 fuel unit to make a fuel cell to fuel the machine! Now I know Glitch is a social game and there's the auction house and the public machine rooms and ... - - - but still, I like the idea of being able to set up and use your own machines.
    Posted 5 months ago by Yendor Subscriber! | Permalink
  • The challenge with latching the fuel memory to the engine is that you can use engines in any type of machine.  And there is no way to tell once they are in you inventory which machine they came out of.

    And I agree with Yendor...it is preferable to have the very first build of the machine's fuel start at some value - 1 or 10 or something...just so you can get started on your own for those that prefer that.
    Posted 5 months ago by b3achy Subscriber! | Permalink
  • @dartha, that imo is a bug. The limit should be set by your ability to produce them (just as it is for food items or spice or any of the others that automatically set an upper limit based on available resources). 160 isn't producible so it should not be set as an upper limit.
    Posted 5 months ago by Woochi Subscriber! | Permalink
  • @b3achy: why would that be a bad thing? all machines use the same engines and fuel. You'd still be using the same capacity of fuel regardless of which machine you put it in.
    Posted 5 months ago by Lorraine ♪ Subscriber! | Permalink
  • And why should the machine come pre-fueled?   You bought the machine - you should have to buy the fuel too, until you can make it yourself. 
    Posted 5 months ago by WalruZ Subscriber! | Permalink
  • ^ You can't buy fuel cells from vendors anymore, so if fuel machines started out with nothing, there could eventually be no fuel...anywhere...and we would all die in a slow, painful, Al-Goric apocalypse. *nodnod*
    Posted 5 months ago by Kestin Subscriber! | Permalink
  • I think the machines should come with an initial fuel allocation.. 10, 50 or whatever.. then it's time to collect the resources to make the fuel required to use it further.  This seems fair.  It definitely doesn't seem right/fair to be able to dis/re assemble machines ad infinitum for unlimited renewal.  I'm not aware of any similar paradigm in our Glitchiverse.  Otherwise, why am I bothering to collect those resources?  If it's to supply other players that just don't have the time.. then it's probably not worth my time and effort, right?
    Posted 5 months ago by Joni Mitchell Subscriber! | Permalink
  • Not sure if anyone has said but its so darn easy to make fuel cells now with the one click jellisac scooping upgrade.
    Posted 5 months ago by Polly Nomial Subscriber! | Permalink
  • Yes Poly.. However, new players will have to earn the imagination to buy this type of upgrade (not cheap).  And it is an effort only rewarded, if pursued, to go get them.. A just reward for those that do so.  My supposition is that it is not ok to just buy the machines and, well .. what I said..
    Posted 5 months ago by Joni Mitchell Subscriber! | Permalink
  • This is known to TS, and was addressed in another thread. 
    Posted 5 months ago by glum pudding Subscriber! | Permalink
  • I think that if it cost zero energy to disassemble and reassemble machines, it could be considered an exploit. However, since it does take a chunk of energy each time, you're still spending something, even if you aren't using material resources. And, it only goes to 50, so if you're making (machining) a bunch of items, you have to disassemble and reassemble that many more times—all the while experiencing periodic mood/energy loss, too.

    So, I say it isn't an exploit.
    Posted 5 months ago by dm Subscriber! | Permalink
  • Actually, b3achy, I only have room in my house for one machine, so I _am_ constantly taking it apart and reassembling, depending on whether I want to use the metalmaker or woodmaker or whatever. So there are some reasons for doing it beyond the exploit.
    Posted 5 months ago by chilirlw Subscriber! | Permalink
  • I don't need to disassemble machines to move them around my house, and I can easily place them directly in the attic with the mouse after I've used them.
    Posted 5 months ago by N2ZOrtolanaBlue Subscriber! | Permalink
  • OMGiants! 200 Fuel per machine! Thank you TS!
    Posted 5 months ago by Kerlick Subscriber! | Permalink