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[0.15.4] Beacon does not accept productivety modules

Posted: Sun Apr 30, 2017 10:28 am
by Kronos1507
A screenshot of the problem
A screenshot of the problem
fact error.jpg (249.61 KiB) Viewed 1286 times
I started a new game without bitters and polution.
I changed to cheatmode because I wantet to test out some desines and to create some blueprints.
For a lab blueprint I wanted to add some beacons with productivity modules 3 and it said that poductivity modules are not allowed to be added.
I tried poductivitys 1 and 2 as well with the same result. All other modules are okay.
I think they are allowed to be placed in beacons otherewith the text for the beacons should be saved.

Re: [0.15.4] Beacon does not accept productivety modules

Posted: Sun Apr 30, 2017 10:30 am
by Loewchen
They never did, and are not supposed to. NaB.

Re: [0.15.4] Beacon does not accept productivety modules

Posted: Sun Apr 30, 2017 1:43 pm
by MeduSalem
Loewchen wrote:They never did
They did at some point in the early days of the game... but the effect has been too ridiculous.... Due to the crafting cascade there was no reason to expand to mine any resources anymore. So that's why it got disabled at some point.

Re: [0.15.4] Beacon does not accept productivety modules

Posted: Mon May 01, 2017 7:33 am
by Nexarius
This might not be the best place for this but the german localisation has "benützt" which is not correct because its just used in switzerland and in dialects in southern germany the correct translation is "benutzt". I just tried for 20min to find it in https://crowdin.com/translate/factorio/6/en-de and I had no luck.