base_productivity applies regardless of the productivity limitation for recipes
Posted: Sat Aug 10, 2024 12:57 pm
EDIT: boskid and Stringweasel explained so my question is different now. see my last post below.
hello devs, I would like to raise this issue to your attention even though I would accept it marked as "not a bug". it just nags me and maybe there is a better way for communicating this thing.
I am looking at base_productivity prototype property of assembler machine (for ex). what I did was to create a new assembler machine with base_productivity. as you can guess, my first test was to use barrel-unbarrel to see if it creates some fluid out of nowhere. surprisingly it worked very good, no fluid was created. "I thought" the base_productivity property heeded to the intermediate product list that we add recipes when we want productivity modules to be applied (like gear, but not pipe). I went ahead and created my machine but realized in fact barrel-unbarrel recipes are the only ones that are not affected by base_productivity of the machine. every other recipe works with base_productivity (pipe or ammo even), gets productivity bonus.
so the bug report is like this:
- create a new assembler machine and set base_productivity to 1 (%100, so input one, get two)
- use barrel-unbarrel to expect two fluid instead of one, but game does not apply base_productivity.
it looks silly to make this bug work actually so I would wish other way around, base_productivity not applying to recipes that are not accepted by productivity modules either.
maybe the reason of introduction of base_productivity was something else but as I see and expected, the machine should still heed to that intermediate product list if recipe accepts productivity modules.
v2.0 is approaching so I would like to know if there is a change on handling this issue or have a new way of limiting recipes not affected by base_productivity. I think I remember this, you also created machines with this property in expansion so maybe you already have a different solution
my wish would be actually storing this information (accept productivity or not) at recipe prototype. such a breaking change can be applied at 2.0. I believe it is suggested but I cannot find any post about it. maybe mods can help about this.
to mods, feel free to move or merge this with another topic if you feel appropriate.
hello devs, I would like to raise this issue to your attention even though I would accept it marked as "not a bug". it just nags me and maybe there is a better way for communicating this thing.
I am looking at base_productivity prototype property of assembler machine (for ex). what I did was to create a new assembler machine with base_productivity. as you can guess, my first test was to use barrel-unbarrel to see if it creates some fluid out of nowhere. surprisingly it worked very good, no fluid was created. "I thought" the base_productivity property heeded to the intermediate product list that we add recipes when we want productivity modules to be applied (like gear, but not pipe). I went ahead and created my machine but realized in fact barrel-unbarrel recipes are the only ones that are not affected by base_productivity of the machine. every other recipe works with base_productivity (pipe or ammo even), gets productivity bonus.
so the bug report is like this:
- create a new assembler machine and set base_productivity to 1 (%100, so input one, get two)
- use barrel-unbarrel to expect two fluid instead of one, but game does not apply base_productivity.
it looks silly to make this bug work actually so I would wish other way around, base_productivity not applying to recipes that are not accepted by productivity modules either.
maybe the reason of introduction of base_productivity was something else but as I see and expected, the machine should still heed to that intermediate product list if recipe accepts productivity modules.
v2.0 is approaching so I would like to know if there is a change on handling this issue or have a new way of limiting recipes not affected by base_productivity. I think I remember this, you also created machines with this property in expansion so maybe you already have a different solution
my wish would be actually storing this information (accept productivity or not) at recipe prototype. such a breaking change can be applied at 2.0. I believe it is suggested but I cannot find any post about it. maybe mods can help about this.
to mods, feel free to move or merge this with another topic if you feel appropriate.