Thanks for the clarification, there is a simple way to fix it.
Introducing the following research : Mass production. It would need to require all techs that unlock new recipes. It would add all the recipes just with doubled cost, time needed and yield. Same final product per input but would go ...
Search found 3 matches
- Thu Jan 12, 2017 10:33 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.14.21 Production pushed to the limit broke the game
- Replies: 5
- Views: 2378
- Thu Jan 12, 2017 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.14.21 Production pushed to the limit broke the game
- Replies: 5
- Views: 2378
Re: 0.14.21 Production pushed to the limit broke the game
Yep, this happened...
Phantom Items? Or just a delayed update?
Phantom Items? Or just a delayed update?
- Thu Jan 12, 2017 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.14.21 Production pushed to the limit broke the game
- Replies: 5
- Views: 2378
0.14.21 Production pushed to the limit broke the game
Hi,
I menaged, using Bob's Mods, to break the game. If I reach 1 recipe/Update on an assembling machine, removal of the Modules from nearby beacons doesn't slow the production down (it get's stuck at 60/S), same goes for "extra items" from Productivity (if I can crank up production so that "extra ...
I menaged, using Bob's Mods, to break the game. If I reach 1 recipe/Update on an assembling machine, removal of the Modules from nearby beacons doesn't slow the production down (it get's stuck at 60/S), same goes for "extra items" from Productivity (if I can crank up production so that "extra ...