Seablock Megabase Fixes

by D-Duff

This mod fixes a few recipes that break when speed modules boost a factory to produce more than one output per tick.

Tweaks
a month ago
1.0 - 1.1
777

b 1.1.3 Breaks Game due to Spidertron Remote

1 year, 16 days ago

boostfinal.lua -> boostall(data.raw["recipe"]) is causing the "spidertron-remote" recipe to be boosted with a multiplier of 6.
This causes ModManager.cpp to toss an error due to the "spidertron-remote" being non-stackable.

Easily fixed if boostall or boost function checks and skips the recipe "spidertron-remote" (or some other change).

1 year, 16 days ago

Changing to global recipe scan is also having the annoying consequence of increasing the craft quantity for other items since it is resulting in a general global multiplayer of 6 items per craft (Trains, storage, Circuit items, ect).

1 year, 15 days ago

@Qrylor, Thanks for the bug report, I applied a fix in version 1.1.4 for the crash.

As for the 6x craft multiplier, I discussed a bit with the Seablock community, and it seems to be an acceptable compromise. The logic is that players shouldn't apply this mod until they reach the mid game when modules can cause the over-production bug.

Early game, the mod forces some basic recipes such as green circuits & uncoiling to work in large multiples, which may be inconvenient when resources are scarce.

Late game, most players have malls with a stack of almost every item, so producing items in large groups shouldn't have a significant impact.

Cheers.

11 months ago

Note, the latest version of this mod no longer boosts the recipes that are used to build ground structures. So it should only impact intermediate products.

11 months ago

Fantastic, thanks for the changes.

New response