[0.15.30] Lab productivity overflow is lost.

Things that we don't consider worth fixing at this moment.
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DaveMcW
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[0.15.30] Lab productivity overflow is lost.

Post by DaveMcW »

Steps to reproduce:

1. Install this mod:
super-modules_0.0.1.zip
(594 Bytes) Downloaded 48 times
2. Open this save:
lab-productivity-bug.zip
(341.62 KiB) Downloaded 47 times
3. Research 5 techs that cost 10 science packs each.


Expected result:
The 5000% productivity bonus turns 1 science pack into 51 science packs, allowing all 5 techs to finish.

Actual result:
Only 2.8 techs (28 science packs) are finished.

Rseding91
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Re: [0.15.30] Lab productivity overflow is lost.

Post by Rseding91 »

Thanks for the report. The research progress gained in one tick does not carry over to the next - it's all applied immediately to the research in progress. If you have some insane productivity bonus and it pushes the progress > 100% then any additional progress is lost in that tick.

Due to the unrealistic scenario you're using I don't consider this worth "fixing".
If you want to get ahold of me I'm almost always on Discord.

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DaveMcW
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Re: [0.15.30] Lab productivity overflow is lost.

Post by DaveMcW »

Here is a slightly more realistic scenario: https://www.reddit.com/r/factorio/comme ... challenge/ In theory it should be possible to get 3600 space science with 3 rocket launches and 20% productivity. But with this bug it is not.

Some developers said the same thing about normal research overflow, but it eventually did get fixed. I'm disappointed that you don't like my mod. :P

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