[0.17.52] +80% Productivity from 4*Prod3 modules (am3@60.5 speed)

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boskid
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[0.17.52] +80% Productivity from 4*Prod3 modules (am3@60.5 speed)

Post by boskid »

When assembling machine 3 is *very* heavily beaconed up to 60.5 speed (see replay how i did this with editor in vanilla), then am3 with 4*prod3 will have effective productivity of +80% when crafting recipe with 0.5s crafting time. Tested with copper wires (1000 copper gives 3570, that is +78% prod) and gears (2000 iron gives 1806 gears, that is +80% prod).

For reproduction, watch replay for following save [0.17.52]:
am3-4prod3-gives-80pct-bonus.zip
(207.07 KiB) Downloaded 391 times

In vanilla this issue is minor, however may affect mods with assemblers with high speed, beacons with long range and modules better than speed3

btw: collision check for clone in editor may need to be improved.

-- edit:
+94% prod bonus when am3@70.5 speed (same save but extended by adding more beacons around assembler)
am3-4prod3-gives-80pct-bonus-or-more.zip
(224.96 KiB) Downloaded 127 times

Rseding91
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Re: [0.17.52] +80% Productivity from 4*Prod3 modules (am3@60.5 speed)

Post by Rseding91 »

Thanks for the report however I'm not going to change anything around this. If mods use crazy numbers then you get crazy results.

The primary problem is producing > 100% of a craft in 1 tick and it just doesn't work when mods try to do it.
If you want to get ahold of me I'm almost always on Discord.

cows250
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Re: [0.17.52] +80% Productivity from 4*Prod3 modules (am3@60.5 speed)

Post by cows250 »

[1.1.6]

I thought I should add on to this report rather than a new one, as the problem hasn't changed. However, I do know what values it looks like the game is grabbing, and a possible solution (with no idea if it is feasible.)

If crafting speed exceeds allowed the formula used is as follows:
1/6000 times Productivity % divided by Recipe craft time times Crafting Speed times Number of Crafts equals Bonus Crafts

Using an example of Basic electrical components in BA I can get
1/6000 * 120 / 2 * 1156 * 1000 crafts = 11560 bonus crafts (12560 total crafts).....total should be 100% + 120% = 2200 crafts

While this example is silly fast, the same math works, even if the machine is just barely over the limit:
1/6000 * 20 / 2 * 122.4 * 1000 crafts = 204 bonus crafts (1204 total crafts)....total should be 100% + 20% = 1200 crafts

Different recipes in different machines all yield the same results when tested at any point above the crafting limit of 60 * recipe time.

I have zero coding experience, but to me the issue is that the formula is grabbing the wrong numbers. Crafting speed/recipe time/and the 1/6000 constant are all unnecessary. The only number the machine needs is the productivity %.

So if it was coded as:
IF crafting speed exceeds limit THEN production equals base level (100%) plus total of productivity mods (120%) OUTPUT 2.2 of a recipe.

The game is already doing a flawless job of tracking resource input, base crafts, productivity bonus rollover, ect. It doesn't matter if the machine completes its cycle in 5 seconds or 5 minutes.

Anyway, I thought I should report as I have never seen the formula the game is erroneously using in any of the other bug reports. Hope this helps, thanks for the great game.

Rseding91
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Re: [0.17.52] +80% Productivity from 4*Prod3 modules (am3@60.5 speed)

Post by Rseding91 »

This is now fixed for 2.0.
If you want to get ahold of me I'm almost always on Discord.

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