[1.1.0] Force values

Bugs that are actually features.
EmuLegs
Inserter
Inserter
Posts: 24
Joined: Mon Sep 26, 2016 7:36 am
Contact:

[1.1.0] Force values

Post by EmuLegs »

i was running a custom scenario where one team was given +100 mining drill productivity, in the latest patch, the custom settings where disregarded Image
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 3017
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: [1.1.0] Force values

Post by boskid »

This is not a bug.

Whenever a base game or a mod calls LuaForce::reset_technology_effects those values are recomputed based on the tech tree state. 1.1.0 loading anything below is requesting that migration (it is not visible in migration files as it is baked into the code now).
EmuLegs
Inserter
Inserter
Posts: 24
Joined: Mon Sep 26, 2016 7:36 am
Contact:

Re: [1.1.0] Force values

Post by EmuLegs »

it was an unmodded game with 2 force's with differing values, it just lost all that info and that's not a bug?
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 3017
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: [1.1.0] Force values

Post by boskid »

If you say game has custom scenario you can no longer say it is unmodded. Custom scenario is capable of catching defines.events.on_technology_effects_reset event to restore proper values and if it does not do that, well... not a (base game) bug.
EmuLegs
Inserter
Inserter
Posts: 24
Joined: Mon Sep 26, 2016 7:36 am
Contact:

Re: [1.1.0] Force values

Post by EmuLegs »

yea i guess it is 'custom' but even the scenario save (pre playing) lost the changed information :(
Post Reply

Return to “Not a bug”