This isn't really related to Bob's mods, but it is probably only relevant if you are using Bob's modules, so i'm asking here.
I read that very extreme bonuses could lead to some strange effects or have some limitations. I'm hoping someone can confirm how things are really working. Here is how i currently think it is:
For speed: There is a limit, that only 1 craft can finish each tick. So using more bonuses does not help anymore, but has no negative effects either.
For Productivity: There is a limit, that only 1 bonus item can be completed each craft. As with speed, having more doesn't help, but won't hurt either.
My assumption about productivity is probably false. It would mean, that at most 100% productivity bonus is useful, and i just can't believe that...
Strange effects of extreme speed or productivity bonuses?
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Re: Strange effects of extreme speed or productivity bonuses?
it's actually 1 bonus item per tick for productivity, so it's possible to have a crafting speed that only gives 1 craft per 60 ticks, or 1 second, but have 6000% productivity giving 1 item per tick.
there was also a roll over bug where it was possible to get negative speed etc by using too many modules. I think they added an upper limit to stop that in a recent patch.
there was also a roll over bug where it was possible to get negative speed etc by using too many modules. I think they added an upper limit to stop that in a recent patch.
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Re: Strange effects of extreme speed or productivity bonuses?
You would still suffer the full amount of any penalty (increased pollution, increased energy cost) though, even if the bonusses are clipped.alienwombat wrote: As with speed, having more doesn't help, but won't hurt either.
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Re: Strange effects of extreme speed or productivity bonuses?
Well, thats quite unexpected... So a higher speed would actually reduce the benefit of all that productivity in such cases.bobingabout wrote:it's actually 1 bonus item per tick for productivity, so it's possible to have a crafting speed that only gives 1 craft per 60 ticks, or 1 second, but have 6000% productivity giving 1 item per tick.
there was also a roll over bug where it was possible to get negative speed etc by using too many modules. I think they added an upper limit to stop that in a recent patch.
If i had to guess, that's just caused by something like that:
Code: Select all
if (bonus > 1.0) {
bonus -= 1
makeOneExtraItem()
}
Re: Strange effects of extreme speed or productivity bonuses?
That's exactly what's going on if you watch the bonus_progress property. The excess bonus_progress above 1 remains, and if the assembler's speed is dropped far enough then the accrued bonus_progress will continue to be dumped out at a rate of 1/tick until it drops below 1. The machine has to be active in order to drain buffered bonus_progress; if it stops, it stops.If i had to guess, that's just caused by something like that: