[NOT A BUG] Recycler won't use productivity from beacons (Modding bug)

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zebez
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[NOT A BUG] Recycler won't use productivity from beacons (Modding bug)

Post by zebez »

I can't get the recycler to use productivity from beacons. Productivity modules work fine when i put it in the machine, it's only beacons and only productivity that doesn't work.

This is the relevant mod code. Everything else seems to work as expected, it's only the recycler that refuses.

Code: Select all

local categories = {
  assembler = "assembling-machine",
  beacon = "beacon", -- Way overpowered
  furnace = "furnace",
  lab = "lab",
  drill = "mining-drill",
  rocketsilo = "rocket-silo"
}

for _,category in pairs(categories) do for _, e in pairs(data.raw[category]) do
  if e.name ~= "burner-mining-drill" and e.name ~= "stone-furnace" then -- Skip these, they don't use electricity
    if e.allowed_effects then
      e.allowed_effects = {"consumption", "speed", "productivity", "pollution", "quality"}
    end
    if e.effect_receiver then
      e.effect_receiver.uses_beacon_effects = true
    end
  end
end end

This is with beacons, 106% productivity, but i still get the same 25% items back.
Image

This is with modules in the machine, 100% productivity, and I get around 50% items back.
Image
Last edited by zebez on Wed Oct 23, 2024 1:40 pm, edited 1 time in total.
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zebez
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Re: Recycler won't use productivity from beacons (Modding bug)

Post by zebez »

After changeing all the recipes in the game to allow for productivity it now works as expected. So it's probably not a bug, sorry for the inconvenience!

Code: Select all

for _,r in pairs(data.raw.recipe) do
  r.allow_productivity = true
  r.allow_quality = true
end
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