TL;DR
Machines can set an incorrect recipe in some Set Recipe edge cases, when they should set no recipe.What?
Current behaviour: When using circuit Set Recipe to request a quality item (e.g. uncommon iron gear), if the machine's matching recipe has only fluid ingredients (e.g. the Foundry's iron gear recipe), the machine will set the normal quality recipe - even if the machine has no quality modules.Proposal: These cases should always fail to set the recipe
module penalties).
Why?
This can lead to unexpected results when automating with Set Recipe and Read Ingredients - the machine is effectively reporting 'I can make this item' even though it cannot. This might prevent the circuitry from e.g. sending the recipe to an assembler instead, which can make uncommon gears, unlike a qualityless foundry.The 'always fail' behaviour would be more convenient in obscure builds that want to get quality module upgrades when possible despite also having quality ingredients available. But having the behaviour change if quality modules are used seems like it would be more convenient for gambling setups, and is probably better on the whole.