0.14.21 Production pushed to the limit broke the game
Posted: Thu Jan 12, 2017 9:54 pm
Hi,
I menaged, using Bob's Mods, to break the game. If I reach 1 recipe/Update on an assembling machine, removal of the Modules from nearby beacons doesn't slow the production down (it get's stuck at 60/S), same goes for "extra items" from Productivity (if I can crank up production so that "extra items" get produced at 60/S it doesn't go down when modules get removed, or at least the fall is negligible (to 56-58/S)).
Also assemblers/furnaces/etc. can't make more then 60 recipes per in game-Second. How much of it is intended (that's how the engine works) and how much isn't is up to you Devs. Just wanted to let you know.
PS. I'm setting out to test if the production overflow (trying to craft faster then the game can) actually creates virtual items that get outputed later on.
I menaged, using Bob's Mods, to break the game. If I reach 1 recipe/Update on an assembling machine, removal of the Modules from nearby beacons doesn't slow the production down (it get's stuck at 60/S), same goes for "extra items" from Productivity (if I can crank up production so that "extra items" get produced at 60/S it doesn't go down when modules get removed, or at least the fall is negligible (to 56-58/S)).
Also assemblers/furnaces/etc. can't make more then 60 recipes per in game-Second. How much of it is intended (that's how the engine works) and how much isn't is up to you Devs. Just wanted to let you know.
PS. I'm setting out to test if the production overflow (trying to craft faster then the game can) actually creates virtual items that get outputed later on.