It is not a bug, and the limitation is not there.
Every factory has defined the count of inputs and outputs (with positions).
Since the Refinery has 2 inputs and 3 outputs, the maximum count without using special factory is logically 2 and 3 as the oil refinery has just these physical connections.
Here is the example from the definition of fluid connection of the oil-refinery (specified in entities.lua)
Code: Select all
fluid_boxes =
{
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 10,
base_level = -1,
pipe_connections = {{ type="input", position = {-1, 3} }}
},
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 10,
base_level = -1,
pipe_connections = {{ type="input", position = {1, 3} }}
},
{
production_type = "output",
pipe_covers = pipecoverspictures(),
base_level = 1,
pipe_connections = {{ position = {-2, -3} }}
},
{
production_type = "output",
pipe_covers = pipecoverspictures(),
base_level = 1,
pipe_connections = {{ position = {0, -3} }}
},
{
production_type = "output",
pipe_covers = pipecoverspictures(),
base_level = 1,
pipe_connections = {{ position = {2, -3} }}
}
},
pipe_covers = pipecoverspictures()
},
In some mod, you can make special factory, that has (for example) 15 inputs and 5 outputs if you want (You need to specify their positions, so it would have to be bigger building), and then it can work with recipes up to 15 inputs and 5 outputs.
I hope it helps, feel free to ask more, but I'm moving this to not a bug.