Now it can still be used in tin drills
![Image](https://forums.factorio.com/images/ext/4b16f1df5a4c98eca1a5dad291698bdc.png)
and coking coal.
![Image](https://forums.factorio.com/images/ext/e73b48a7b9a7ccf78223177ed1433da2.png)
Moderator: pyanodon
more than half of your flood here is supposed to be like that...but thanks for the one that is, INDEED, correct.Anon2k wrote: Wed May 01, 2019 6:43 pm After deconstruction "Wet Scrubber MK2" I recive in backpack MK1. WTF?
images
it was puposed to be a closed loopAnon2k wrote: Thu May 02, 2019 7:57 am
This is a VERY strange recipe. Laser turrets require duralumin to produce, and during deconstruction they are made into steel and iron.
+ Well, as usual with the help of productivity modules you can get more ingredients than there were, for example, optical set.
And I also wrote about this.
there is no module in cooling towerAnon2k wrote: Thu May 02, 2019 6:41 pmAnd I also wrote about this.
The productivity modules in recipes violate a multitude of closed cycles:
water -> steam -> cooling
associated with limestone (salt / acetylene)
construct/deconstruct laser turrets
Productivity modules must be removed from all of these chains.
But you can use them in "FTS Reactor" or "Power House", where, like, there should be a closed water-steam cycle
last time i checkedAnon2k wrote: Sun May 05, 2019 5:22 pmBut you can use them in "FTS Reactor" or "Power House", where, like, there should be a closed water-steam cycle
FINALLY I AM NOT THE ONLY ONE!!!Anon2k wrote: Wed May 01, 2019 5:35 pm Increase the molybdenite mine radius by 1 cell.
data.raw["mining-drill"]["mo-mine"].resource_searching_radius = 4.49
those buildings are intermediaries for higher tier onesAnon2k wrote: Wed May 01, 2019 5:27 pm
And again about the productivity of the muddle.
Vanilla dictates the rule that productivity modules should be used ONLY for intermediate components, but not for the final ones.
Now I can build drones, pipes, and most importantly BUILDINGS with productivity modules.
1.4 factory MK2 from MK1? What kind of absurdity?
To unify, either correct all vanilla recipes of buildings, adding the ability to use productivity modules for vanilla tubes, drones and buildings, or remove them from your recipes.
A building being upgradeable into another building generally doesn't allow you to use prod modules on it. In vanilla this really only applies to assemblers, but still, this is the convention in Bob's, Angel's, etc., unless you enable some productivity override.immortal_sniper1 wrote: Sun May 05, 2019 7:07 pmthose buildings are intermediaries for higher tier onesAnon2k wrote: Wed May 01, 2019 5:27 pm
And again about the productivity of the muddle.
Vanilla dictates the rule that productivity modules should be used ONLY for intermediate components, but not for the final ones.
Now I can build drones, pipes, and most importantly BUILDINGS with productivity modules.
1.4 factory MK2 from MK1? What kind of absurdity?
To unify, either correct all vanilla recipes of buildings, adding the ability to use productivity modules for vanilla tubes, drones and buildings, or remove them from your recipes.
the vanilla asemblers are way weeker then automated factories so there is little need to make them besides mk3 when you fill it with productivity