When a furnace spawns a different quality item or something from a different recipe, it stops working at 100%.
Even if you give the prototype 2 output slots, it just pretends like the second slot doesn't exist
[2.0.28] Furnace with 2 output slots only uses one
[2.0.28] Furnace with 2 output slots only uses one
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creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
Re: [2.0.28] Furnace with 2 output slots only uses one
Thanks for the report. That is working as intended. A given recipe will only ever output the recipes products at the product index in the result inventory.
It works this way to avoid O(N) step over the output inventory when doing all of the checks and logic.
It works this way to avoid O(N) step over the output inventory when doing all of the checks and logic.
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.28] Furnace with 2 output slots only uses one
yeah i already assumed it was a performance optimization for the backend.. hard to believe it makes an impact though
it would also be a small improvement for the base game in general if you could produce quality stuff without having the machine attached to an inserter
another approach would be caching the produced results that get discarded when using ignore_output_full = true
this issue makes the furnace almost entirely unusable for the reactor frontend.
all it will be good for is acting like a glorified chest and blueprint proxy, while the script constantly respawns it every time a fuel cell is depleted...
( viewtopic.php?f=28&t=100078&p=655046 )
i was afraid the mod wasn't ridiculous enough with it's 7-part compound entity, but i'm glad this lifts it on the next level /s
btw is it really so terrible to change it or are you just saying that to avert work from the coding team?
it feels like you, rseding, are the first to say no to *every* bug report or modding interface request
it would also be a small improvement for the base game in general if you could produce quality stuff without having the machine attached to an inserter
another approach would be caching the produced results that get discarded when using ignore_output_full = true
this issue makes the furnace almost entirely unusable for the reactor frontend.
all it will be good for is acting like a glorified chest and blueprint proxy, while the script constantly respawns it every time a fuel cell is depleted...
( viewtopic.php?f=28&t=100078&p=655046 )
i was afraid the mod wasn't ridiculous enough with it's 7-part compound entity, but i'm glad this lifts it on the next level /s
btw is it really so terrible to change it or are you just saying that to avert work from the coding team?
it feels like you, rseding, are the first to say no to *every* bug report or modding interface request
creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds