Productivity Research for Everyone

by Semenar

Adds a productivity research for every recipe that supports productivity and does not already have one.

Tweaks
11 months ago
2.0
1.96K
Manufacturing

b Compatibility Bug with Combat Research

1 year, 9 days ago

Hello, we have a user that is using both of our mods that is encountering an odd compatibility issue and would appreciate your thoughts. My mod (https://mods.factorio.com/mod/combatresearch) is designed to count research completion based on damage done to enemy units based on the health of the unit. I've done testing with just our mods and found that occasionally when destroying a nest, one of the productivity technologies can be completed instantly from level 1 or 2 to level 30. I looked through the code of your mod and didn't see anything obvious, so thought we could collab and see if we might figure something out.

1 year, 9 days ago
(updated 1 year, 9 days ago)

Oh, I think someone reported this bug a while ago, but I was not able to reproduce it - let me try to test it with your mod.

1 year, 9 days ago
(updated 1 year, 9 days ago)

Actually, I just checked. This seems to research all levels of an infinite technology, if it has a max_level defined:
https://github.com/KryptronicDX/CombatResearch/blob/v1.1.0/control.lua#L46

I think you need to change level instead if it is an upgrade and its level is below prototype.max_level.
Or, alternately, report it as a bug to Wube.

1 year, 9 days ago

Xorimuth suggested a proper solution: replace both of those lines with player.research_progress = 1. It only researches one technology.

1 year, 9 days ago

I'll give this a try, thank you for the recommendation!

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