Hi,
I menaged, using Bob's Mods, to break the game. If I reach 1 recipe/Update on an assembling machine, removal of the Modules from nearby beacons doesn't slow the production down (it get's stuck at 60/S), same goes for "extra items" from Productivity (if I can crank up production so that "extra items" get produced at 60/S it doesn't go down when modules get removed, or at least the fall is negligible (to 56-58/S)).
Also assemblers/furnaces/etc. can't make more then 60 recipes per in game-Second. How much of it is intended (that's how the engine works) and how much isn't is up to you Devs. Just wanted to let you know.
PS. I'm setting out to test if the production overflow (trying to craft faster then the game can) actually creates virtual items that get outputed later on.
0.14.21 Production pushed to the limit broke the game
Re: 0.14.21 Production pushed to the limit broke the game
Production overflow could be the reason assemblers keep working at 60/s even after modules are removed. The overflow just accumulates. But that would be an overflow of the production bars, not of the items themselves (so probably no virtual items created later).Zwolin wrote:PS. I'm setting out to test if the production overflow (trying to craft faster then the game can) actually creates virtual items that get outputed later on.
After removing modules, what happens if you remove input and start adding items one by one?
Re: 0.14.21 Production pushed to the limit broke the game
Yep, this happened...
Phantom Items? Or just a delayed update?
Phantom Items? Or just a delayed update?
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Re: 0.14.21 Production pushed to the limit broke the game
The machine only produces a max of 1 recipe each update. If you push the productivity/speed past 200% each update that means it slowly accumulates extra progress/productivity which just builds up forever.
When you remove the bonuses it slowly uses up the stored production.
Anyway, I don't consider this to be worth putting time into to "fix" since it would require a large rework of how crafting machines operate to both consume and produce multiple recipe cycles each game tick.
You're not getting any free items or loosing items. It just back-buffers the progress.
When you remove the bonuses it slowly uses up the stored production.
Anyway, I don't consider this to be worth putting time into to "fix" since it would require a large rework of how crafting machines operate to both consume and produce multiple recipe cycles each game tick.
You're not getting any free items or loosing items. It just back-buffers the progress.
If you want to get ahold of me I'm almost always on Discord.
Re: 0.14.21 Production pushed to the limit broke the game
Thanks for the clarification, there is a simple way to fix it.
Introducing the following research : Mass production. It would need to require all techs that unlock new recipes. It would add all the recipes just with doubled cost, time needed and yield. Same final product per input but would go around the issue. Since this isn't Base Game problem (no way to push production that high) this should become Bob's problem, not Devs
Anyway thanks again.
Introducing the following research : Mass production. It would need to require all techs that unlock new recipes. It would add all the recipes just with doubled cost, time needed and yield. Same final product per input but would go around the issue. Since this isn't Base Game problem (no way to push production that high) this should become Bob's problem, not Devs

Anyway thanks again.
Re: 0.14.21 Production pushed to the limit broke the game
It has been fixed for factorio 2.0
https://factorio.com/blog/post/fff-402
https://factorio.com/blog/post/fff-402