[2.0.23] Gleba's artificial soil recipes can use prod modules

Bugs that are actually features.
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Hares
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[2.0.23] Gleba's artificial soil recipes can use prod modules

Post by Hares »

Both artificial & overgrowth soil for both jellynut & yumako can benefit from prod modules which does not make sense on a first glance (landfill & both kind of concrete can't benefit from productivity which are all made in the same assembly machines). I couldn't find a formal confirmation this is intended, so I opened a bug report.
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Re: [2.0.23] Gleba's artificial soil recipes can use prod modules

Post by IsaacOscar »

Hares wrote: Tue Dec 03, 2024 1:32 pm both kind of concrete can't benefit from productivity which are all made in the same assembly machines
Unless of course you make concrete in a foundry, then you can use productivity modules.
It's also strange that stone bricks (which are in the logistics tab) can use productivity modules.
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Re: [2.0.23] Gleba's artificial soil recipes can use prod modules

Post by Hares »

IsaacOscar wrote: Tue Dec 03, 2024 1:51 pm
Hares wrote: Tue Dec 03, 2024 1:32 pm both kind of concrete can't benefit from productivity which are all made in the same assembly machines
Unless of course you make concrete in a foundry, then you can use productivity modules.
It's also strange that stone bricks (which are in the logistics tab) can use productivity modules.
The 1st is an intermediate product, according to a recipe tab.
The 2nd is a consistency case, so your furnaces won't eject modules in case a random stone appears on a belt.
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Re: [2.0.23] Gleba's artificial soil recipes can use prod modules

Post by IsaacOscar »

Hares wrote: Tue Dec 03, 2024 1:57 pm The 1st is an intermediate product, according to a recipe tab.
Which makes no sense, how can a recipe be an "Intermediate product" but not the actual product of the recipe?
Hares wrote: Tue Dec 03, 2024 1:57 pm The 2nd is a consistency case, so your furnaces won't eject modules in case a random stone appears on a belt.
Ahh, that makes sense then, because you don't set the recipe manually.
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Re: [2.0.23] Gleba's artificial soil recipes can use prod modules

Post by IsaacOscar »

Nemoricus wrote: Tue Dec 03, 2024 2:09 pm See also: viewtopic.php?f=7&t=120152
viewtopic.php?f=7&t=118637
Thanks!

And here is an ancient discussion also complaining about stone bricks 44801.
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Re: [2.0.23] Gleba's artificial soil recipes can use prod modules

Post by evanrinehart »

Here is another more recent debate on the meaning of the prod modules message about intermediates.

viewtopic.php?t=122408

TLDR the message isn't an absolute rule about the intermediate category. Instead the choice of what prod modules work with is arbitrary / up to game balance.

And the message is covering as many cases as it can in an understandable way.
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Re: [2.0.23] Gleba's artificial soil recipes can use prod modules

Post by Hares »

evanrinehart wrote: Thu Dec 12, 2024 3:10 pm Here is another more recent debate on the meaning of the prod modules message about intermediates.

viewtopic.php?t=122408

TLDR the message isn't an absolute rule about the intermediate category. Instead the choice of what prod modules work with is arbitrary / up to game balance.

And the message is covering as many cases as it can in an understandable way.
I am not speaking about the pop-up message.
This is the reverse situation where all things state this should not work but it works.
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Re: [2.0.23] Gleba's artificial soil recipes can use prod modules

Post by momumi »

Hopefully not a bug, because I've been using this to farm legendary biter eggs. With max productivity, you get about 1 legendary biter egg from 400 250 normal eggs.
Edit: Actually think the ratio is more like 1 to 250 eggs (consumption graph includes eggs from recycling)
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Re: [2.0.23] Gleba's artificial soil recipes can use prod modules

Post by boskid »

From the answers i got, this appears to be an intended decision, and so this is Not a bug.
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