

i think this would create a bug were it clears the bar every time it starts a new craft, not sure tough i don't know the code for it...Coolthulhu wrote: It could also work both ways - starting production (the same procedure that consumes ingredients) could clear the productivity bar if it's below 0.01%.
or just multiply by 1.0001 after each craft is doneI've got a bit less hacky solution: when the regular production bar hits 100, force the productivity item creation event to happen if the productivity bar is within some epsilon of 100% and reset it.
From what I understood about the implementation, you still can't do 1/3 with unlimited precision, to do things like this, the value would have to be stored as symbolic expression, and it would definitely be slower.FrozenOne wrote:Such hacks. Wouldn't it be more reasonable to use some precise number format instead of float? Like Java has BigDecimal.