One of 0.16.17 Bugfixes:
- Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. (56859)
is not fix correctly. Base production speed is restricted to 1 tick, but productivity bonus is not restricted.
For example:
a. Make "Iron gear wheel" with +50% productivity and 30 machine speed (=1 tick/production). 120 iron plates are consumed and last products are 60 base products + 30 bonus products per second. It's correctly.
b. 60 machine speed with above case, base production speed is restricted to 1 tick. 120 iron plates are consumed and last products are 60 base products + 60 bonus products. Productivity bonus is not restricted.
Now, productivity bonus per tick seems to be ((machineSpeed/craftingTime)/60)*productivityBonus, but Min((machineSpeed/craftingTime)/60), 1.0) * productivityBonus is right.
[Rseding91] [16.17] Bugfix: >100%productivity... is not fixed correctly
Re: [16.17] Bugfix: >100%productivity... is not fixed correctly
Could you give an example mod and steps to reproduce where it's not working? I'm having a hard time understanding what you're saying.
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Re: [16.17] Bugfix: >100%productivity... is not fixed correctly
As I understand his words actual crafting speed is limited to 1 cycle per tick but productivity bonus result is calculated without that restriction as like production speed was not actually limited.Rseding91 wrote:Could you give an example mod and steps to reproduce where it's not working? I'm having a hard time understanding what you're saying.
That means that if real recipe cycle time is 1 tick everything is fine. But if recipe time is 2/tick (120 cycles/sec) it is limited to 1/tick (60 cycles/sec) but productivity bonus is still calculated like machine is producing 120/sec so while real crafting speed is 60/sec 50% bonus grants another 60 items (120*50%) instead of real 30 (60*50%).
Re: [16.17] Bugfix: >100%productivity... is not fixed correctly
test mod and save file:
Last edited by kapaer on Tue Jan 23, 2018 9:24 am, edited 1 time in total.
Re: [16.17] Bugfix: >100%productivity... is not fixed correctly
Does it sound like the bug is on machine crafting itself, not the productivity? Say you boost assembler so fast that math tells it should make 120 items per second (2 per tick). What actually happens? I haven't tested.
What i expect to happen is that the production bar (while UI's progress bar would always be limited to 100%) would internally allow exceeding it.
What i expect to happen is that the production bar (while UI's progress bar would always be limited to 100%) would internally allow exceeding it.
Code: Select all
onTick:
while progress > 100.0 do {
Craft()
progress -= 100.0
}
Re: [16.17] Bugfix: >100%productivity... is not fixed correctly
That's literally what it does now.Zaflis wrote:Does it sound like the bug is on machine crafting itself, not the productivity? Say you boost assembler so fast that math tells it should make 120 items per second (2 per tick). What actually happens? I haven't tested.
What i expect to happen is that the production bar (while UI's progress bar would always be limited to 100%) would internally allow exceeding it.Code: Select all
onTick: while progress > 100.0 do { Craft() progress -= 100.0 }
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Re: [16.17] Bugfix: >100%productivity... is not fixed correctly
The OP is saying that when increasing the speed of an assembler while keeping the same productivity bonus you still gain additional products from the productivity bonus while consumption stays the same.Rseding91 wrote:I'm having a hard time understanding what you're saying.
Prod +50%, Speed 30 -> Consumption 120, Products 60+30, Cost per unit 1.33
Prod +50%, Speed 60 -> Consumption 120, Products 60+60, Cost per unit 1.00
(That's how i understand the OP, i haven't tested any of this myself.)
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Mod support languages: 日本語, Deutsch, English
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Re: [16.17] Bugfix: >100%productivity... is not fixed correctly
Ok, It should be fixed for the next version of 0.16.
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