[0.16.51] Production stats issues

Things that we don't consider worth fixing at this moment.
someone1337
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[0.16.51] Production stats issues

Post by someone1337 »

The stats-nazi is back. With another production stat issue. :)

Items with quantities (for example repair-packs) are not correctly counted as consumed, when stacks are merged and items are consumed as a result of that.

just handcrafted 100 repair packs.
just handcrafted 100.
just handcrafted 100.
screen-4.png (2.45 MiB) Viewed 1172 times
split into two 50 stacks - It does not matter how you split stacks or how many stacks you have.

Then grilled the roboport with my flame thrower and repaired it with the first stack.

Before the repair kit got consumed, i switched to the other stack and used it to further repair the roboport.

Stack1: 36/300 repair-power; Stack2: 100/300 repair-power.
split into two 50 stacks
split into two 50 stacks
screen-7.png (2.45 MiB) Viewed 1172 times
Then I merged the stacks mack together and I correctly only have 99 repair kits with 136/300 repair-power left.
merged stacks back together
merged stacks back together
screen-8.png (2.45 MiB) Viewed 1172 times
So basically one repair pack got consumed. But the production stats do not reflect that.
nothing consumed :(
nothing consumed :(
screen-9.png (1.7 MiB) Viewed 1172 times
Will test with other items with quantities (Ammo), but I expect the same behavior.

Edit: At least flamethrower ammo is also not correctly counted as consumed.
Rseding91
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Re: [0.16.51] Production stats issues

Post by Rseding91 »

Thanks for the report however I'm not going to change this. The same thing can happen with science packs and I don't consider it worth the amount of overhead it would add to all inventory logic to try to make it work in every case.
If you want to get ahold of me I'm almost always on Discord.
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