[2.0.15] Productivity resets when switching recipes in production building
Posted: Sun Nov 10, 2024 3:49 pm
When switching a recipe using the "Set Recipe" circuit logic in a production building the productivity bar (the purple bar) inside the building resets back to 0 even if you switch back to the first recipe, it would be nice if the building remembered the productivity level it had when switching back to a recipe it has ever had before.
For example:
Building is at productivity 60% making item A
Circuit switches building to item B
Circuit switches building back to item A
Productivity bar is set back to 0%
This is especially important in the Eletromagnetic Plant because of its built-in 50% productivity, with this bug it essentially means wasting productivity when trying to reuse an Eletromagnetic Plant for multiple recipes (like having a single EM making multiple different modules which was the problem I personally ran into)
For example in this build, the EM switches recipe (between Quality Module 1/2/3) based on the contents of the requester chest, every time it switches I lose the productivity bar. It took me hours to realize I was wasting tons of high-quality materials
For example:
Building is at productivity 60% making item A
Circuit switches building to item B
Circuit switches building back to item A
Productivity bar is set back to 0%
This is especially important in the Eletromagnetic Plant because of its built-in 50% productivity, with this bug it essentially means wasting productivity when trying to reuse an Eletromagnetic Plant for multiple recipes (like having a single EM making multiple different modules which was the problem I personally ran into)
For example in this build, the EM switches recipe (between Quality Module 1/2/3) based on the contents of the requester chest, every time it switches I lose the productivity bar. It took me hours to realize I was wasting tons of high-quality materials