[0.10.x] Module cost inconsistency

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Kazuar
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[0.10.x] Module cost inconsistency

Post by Kazuar »

Bug Appearance

The recipes for all modules are nearly identical, and only differ in the type of module (i.e. effectivity, productivity, speed) required or produced. Yet, the third tier of speed modules differ in cost from their other counterparts; while both productivity-3 and effectivity-3 require five tier-2 modules for production, the speed-3 requires only four speed-2's.

Reproduction

1) Start sandbox scenario with all techs enabled.
2) Review the crafting recipes and observe the aforementioned inconsistency.
[Note: I'm actually sorry if my posts come off as rude; english is not my native language, and I'm not aware of all it's nuances. Please do point out my misadoptions in tone!]
haunted_1
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Re: [0.10.x] Module cost inconsistency

Post by haunted_1 »

intended
Kazuar
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Re: [0.10.x] Module cost inconsistency

Post by Kazuar »

haunted_1 wrote:intended
proof?
[Note: I'm actually sorry if my posts come off as rude; english is not my native language, and I'm not aware of all it's nuances. Please do point out my misadoptions in tone!]
slpwnd
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Re: [0.10.x] Module cost inconsistency

Post by slpwnd »

This is not a bug, but a balancing issue. It is not yet clear what the recipes should be.
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