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productivity modules about factorio_sr HOT 10 CLOSED

23johnw avatar 23johnw commented on August 12, 2024
productivity modules

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walter-exit avatar walter-exit commented on August 12, 2024

Hi John,

No, this is not intentional. Any module should be able to fit into these refineries. I haven't played recently, and I do know they change the game a lot, so I probably need to update this mod to get it working again.

It would mean I need to take a look at the official refinery code of the game, see what changed, and then apply those changes to the mod.

Due to the game being still heavily under development, this happens once every few weeks or months. Sorry.

I'll release a new update soon. Hopefully tomorrow if my private life allows me.

Much thanks for notifying me, it helps a lot to keep this mod up and running.

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23johnw avatar 23johnw commented on August 12, 2024

Great for getting back so quick, I understand life gets in the way of factorio, it comes up with something like "only use productity on intermediate products" I had a look at the code for your refinery and the base game and it all looked the same. Cheers

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walter-exit avatar walter-exit commented on August 12, 2024

I found the problem. The productivity module explicitly requires to have all the allowed intermediate products (recipies) listed in order for it to be allowed in any building.

This behaviour was probably like this from the start. But I'll release 1.3.2 today with a fix. This version will add my specialized refinery recipes to the allowed intermediate products for productivity modules.

I tried it in-game and it worked. I'd love to hear from you if it is solved in 1.3.2

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23johnw avatar 23johnw commented on August 12, 2024

Hi, it's allowing me to insert productivity module 1 not 2 or 3, still comes up with "productivity only allowed for intermediate Product",

thanks for the quick response/ help
much appreciated

john

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23johnw avatar 23johnw commented on August 12, 2024

i am only using your mod and creative mod, just to allow all research on a new game to try it,

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23johnw avatar 23johnw commented on August 12, 2024

require("config")
require("core")
require("prototypes.category")
require("prototypes.entities")
require("prototypes.item")
require("prototypes.recipe")
require("prototypes.technology")
data.raw["assembling-machine"]["oil-refinery"].fast_replaceable_group = "assembling-machine"
-- Allow productivity modules in the specialized refineries by adding the recipies as intermediate products
table.insert(data.raw.module["productivity-module"].limitation, "specialized-refining-petroleum")
table.insert(data.raw.module["productivity-module"].limitation, "specialized-refining-light-oil")
table.insert(data.raw.module["productivity-module"].limitation, "specialized-refining-heavy-oil")
table.insert(data.raw.module["productivity-module-2"].limitation, "specialized-refining-petroleum")
table.insert(data.raw.module["productivity-module-2"].limitation, "specialized-refining-light-oil")
table.insert(data.raw.module["productivity-module-2"].limitation, "specialized-refining-heavy-oil")
table.insert(data.raw.module["productivity-module-3"].limitation, "specialized-refining-petroleum")
table.insert(data.raw.module["productivity-module-3"].limitation, "specialized-refining-light-oil")
table.insert(data.raw.module["productivity-module-3"].limitation, "specialized-refining-heavy-oil")

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23johnw avatar 23johnw commented on August 12, 2024

That fixed it, looks like you have to name all the productivity modules separately.
cheers

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walter-exit avatar walter-exit commented on August 12, 2024

Ah, this needs to be done per module?

In that case the commit from atehxx is indeed more near, now I get it.

c3ba21f

I'll update to 1.3.3 asap for everybody else

Thanks for your help John

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walter-exit avatar walter-exit commented on August 12, 2024

I meant neat, not near

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23johnw avatar 23johnw commented on August 12, 2024

No problems, you did most of the work i just played with it.

thanks for making a great mod

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