[2.0.13] Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel

Bugs that are actually features.
JigSaW
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[2.0.13] Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel

Post by JigSaW »

When a biochamber has a nutrient requirement (as fuel) and no fuel is in it then when setting a new recipe via circuit the recipe won't change (and inserter won't clear the inputs) until you put at least one nutrient by hand. You can clear the inputs by hand but the recipe still won't change until you put at least one nutrient there.

https://www.youtube.com/watch?v=6itfe7tIdTg

The video is demonstrating how AM3 changes the recipe but biochamber isn't. This is pretty game breaking as on Gleba you need machines to reset their recipes to nothing to clear them out of spoilables and not produce anything (and only set them back when there's a demand).
Maeximus
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Re: [2.0.13] Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel

Post by Maeximus »

I stumbled upon the same behaviour viewtopic.php?f=7&t=118430 but could not pinpoint it on the nutrients! Great observation!
Rseding91
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Re: [2.0.13] Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel

Post by Rseding91 »

Thanks for the report however this is working correctly and isn't specifically blocked by not having nutrients but is blocked because the recipe is in-progress (you can see the bar in the machine being 96% done) but has no fuel to continue crafting. The set-recipe logic will never change the active recipe while the machine is in-progress of crafting.
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