Comments (5)
I just realised that this problem isn't only with the output step, but with every step. If I add productivity modules totally +100% productivity, it should reduce the total number of machines needed by half as each machine is producing twice as much from the same materials.
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Yes i try it and it's ok, when using modules with productivity, altering the values of the necessary ingredients and so the following, not the current line.
no bug :)
from helmod.
Maybe it's only a problem using the raw productivity modules from Bob's mods, as they are giving me this issue.
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I am now getting a negative number of machines when using productivity 2 from bobs mods:
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I have added cap with 20% of speed and productivity
if u can test in game the limit effect in real cap, i need the right value
i have commit 0.2.10 with modification try it
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Related Issues (20)
- A linked block set to ingredient input doesn't see other blocks' outputs HOT 3
- Products linked broken HOT 7
- Incorrect calculation of the number of required factories HOT 2
- Incorrect calculation of the number of inserters when the factory limitation is enabled HOT 1
- factory display issue HOT 1
- Link/unlinked block are ignored. HOT 1
- Error when propagate on rocket recipe
- Bug on default factory + module HOT 1
- Bug on switch beacon, module reset HOT 1
- Linked/unlinked block display issue with first block HOT 1
- Block in ingredient input mode doesn't show it's input/output in the parent block HOT 3
- interface gives wrong machine number for yellow factories HOT 2
- Recipe with loops in sub block not displaying correctly in parent block (Kovarex enrichment)
- Issue with values of sub block in parent block. Last block determine what parent block requests HOT 12
- Linked block with multiple product might not get right ratio ? HOT 2
- Calculates blocks with multiple outputs incorrectly, multi linked product HOT 1
- [request] More consistent behavior with the rest of the game. HOT 2
- [request] better calculation in Pyanadons HOT 2
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