Cerys


Fulgora's moon of puzzles. Ancient wrecks embedded in thick ice can seemingly be repaired, including a colossal nuclear reactor that could transform the possibilities on the surface... if you can get it working. Cerys is a complete and polished mod that does not modify the vanilla game in any way, so is easy to include in existing saves.

Content
2 days ago
2.0 - 2.1
70.9K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Environment Mining Fluids Manufacturing Power

g [SPOILERS] Question about Charging Rods

11 days ago

DONT READ THIS IF YOU DON'T WANT TO GET SPOILED

So I have just finished dealing with the magnetic blocker field in the atmosphere. Now I would like to setup a system to direct particles using the charging rods. When I look this up online, everyone says that positive rods attract particles while negative ones repell them. But when I try this the opposite is the case for me. But on top of this being flipped, they also do not behave like I saw it in the videos. Not only that, when I try to test my design with the ghost particles, they have yet another behaviour, apparently unrelated to the real particles I'm trying to test for. Has this since been changed? I didn't find anything in the patch notes about it. Am I just stupid? I would really appreciate some help

11 days ago

The polarity of charging rods was changed a few months after Cerys released: negative now attracts. The deflection formula was also tweaked.

What is the differing behavior you found with charged particle ghosts? They are supposed to behave the same.

11 days ago

Thanks for the quick response! when I shoot a ghost particle into a row of attracting rods they sort of "cling" to them for lack of a better term, and do a sloping S figure around them. When a real particle hits it just gets its trajectory changed and flies away. In general it feels like the regular particles are barely affected by the rods, while the ghost particles react much more strongly. Kind of hard to describe their behaviour in detail.

4 days ago

Feels like the ghost particles are slower / have less inertia. They aren't helpful, unfortunately

4 days ago

This bug should now be fixed in the latest version. Ghost charged particles now no longer respond to charging rods as if they were fully charged.

They still differ from real particles in that they respond to ghost charging rods as if they were real and fully charged.

a day ago

That makes a lot of sense actually. Probably I just hadn't had them charged fully and I didn't consider that that might be causing the issue. Looking back on it this seems pretty obvious and I look rather stupid, as I feared when I wrote this hahahaha. Thanks for the help and the patch and I hope this post might help someone else struggling with the ghost particles in the future. Great mod btw. I usually strongly dislike when I am being forced to play in a certain way and can't just find a funny alternative solution, so I didn't expect to like this as much as I did!

a day ago

I appreciated the report and it wasn't stupid at all. Your intuition was right that the ghost particles ought to work the same (at least until ghost charging rods get involved). I believe this bug had been present for over a month before your report.

Thanks for the kind words. Though many 'puzzles' in Cerys have a single practical solution, the trick is often to present several of them at the same time so the player's interest and attention can move between them depending on what they'd like to work on.

New response