[0.17.4] Modded Productivity modules work with prohibited recipes
[0.17.4] Modded Productivity modules work with prohibited recipes
Using productivity modules from mods is allowed for non intermediate products. For example all alien modules from Alien Loot Economy mod can be used to craft anything in vanilla assembling machines.
But allowed_effects parameter in lua files in other mod works correctly (e.g. Reverse factory mod).
Don't know was this before or only in 0.17.Re: [0.17.4] Modded Productivity modules work with prohibited recipes
Why are you assuming that this is an issue with the base game instead of the mod?
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Re: [0.17.4] Modded Productivity modules work with prohibited recipes
I don't know has module entity parameters allows to use it in not-intermediate assembling or not. But as i see in reverse factorio entity description, furnaces or assemblers have module filter option by type. I think that vanilla assemblers also filters module by type and current recepie. If modules have filter too, then ok, it's modded module bug or feature.
Re: [0.17.4] Modded Productivity modules work with prohibited recipes
For all alien modules description in prototypes/item/alien-module.lua in mod archive:
Here is no one filter parameter. Also it's impossible to put alien modules in beacon. So, beacons have filter by productivity effect.
Code: Select all
data:extend({
{
type = "module",
name = "alien-module-2",
icon = "__alien-module__/graphics/alien-module-2.png",
icon_size = 32,
subgroup = "alien-module",
category = "alien-module",
tier = 2,
order = "a-2",
stack_size = 50,
effect =
{
consumption = { bonus = 0.25 },
speed = { bonus = 0.1 },
productivity = { bonus = 0.05 }
},
},
})
Re: [0.17.4] Modded Productivity modules work with prohibited recipes
So, all working as intended. Moving to not a bug.
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