Unsure if this is a bug or not.
Currently the "Production Health Effects" in the "Crafting Machine Prototype" are unaffected by crafting speed penalties.
For example, this machine gets the full healing from "production" even though it's not producing anything.
It would be great if the health calculations took these edge-cases into account.
If this is intended behavior, it would be nice to have an "affected-by-crafting-speed" boolean in the "ProductionHealthEffect" struct
Thanks for reading!
Scaling the Health Effects of Crafting Machines
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- BraveCaperCat
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Re: Scaling the Health Effects of Crafting Machines
Uhhhhhh
there's a ProductionHealthEffect struct???
there's a ProductionHealthEffect struct???
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Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: Scaling the Health Effects of Crafting Machines
I feel like a variable effect might be computation intensive, although this does seem like an edge case where partial power availability should not activate the effect.
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I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
Re: Scaling the Health Effects of Crafting Machines
production_health_effect was primarily implemented because of the captive biter spawners which do not accept any effects and as such there are multiple corner cases that were not considered. Having a crafting machine accept effects was one of those cases that was not considered because it did not affect our primary use case. Another cases i am aware of is if a crafting machine is disabled by control behavior (in which case the production health effect will not get applied) or when crafting machine is marked to be deconstructed when it stops updating, or if a crafting machine gets disabled due to having unresearched recipe or having a recipe parameter set, where all of those cases do not apply in our base use case. Also having a machine be repairable may interfere with usage of this feature for obvious reasons. If you think it does not work as expected and report it to bugs, i will move all such reports to modding interface request instead because all such behaviors fall outside of defined scope of this feature.
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Re: Scaling the Health Effects of Crafting Machines
Ah, that makes sense, thanks 
