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Auto-assign beacons to recipes before modules. #120

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merged 1 commit into from
May 10, 2024

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DaleStan
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This way, effectivity modules will fill to the limit or to the point of counteracting the beacons' effects, rather than stopping at 80% of the 0-beacon consumption.

In the attached IR3 yafc file (save also attached) the original behavior incorrectly auto-assigned two EFF 3 modules to the recipe, when it should have received four. The recipe should get four modules because there are four speed beacons also affecting the building, substantially increasing its consumption. Switching the order to assign beacons first causes the EFF modules to get auto-added correctly.

IR test.zip
IR3 game.zip

(This is rebased from ShadowTheAge#201)

It doesn't appear to matter whether this change is based on master or more-code-cleanup, so I based on master, to make it easier to merge it when/wherever. If you'd prefer I rebase it, let me know.

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shpaass commented May 10, 2024

It doesn't appear to matter whether this change is based on master or more-code-cleanup

Props for checking the compatibility with other PRs.

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shpaass commented May 10, 2024

Apologies for updating the branch with a merge commit -- that was a missclick. Feel free to remove it and update the branch by rebase.

One thing that I would ask you to add to the commit message is the example of what the change fixes. Currently, it describes the general situation but gives no concrete usecase. A concrete usecase would help to quckly grasp the reason for the fix.

This way, effectivity modules will fill to the limit or to the point of counteracting the beacons' effects, rather than stopping at 80% of the 0-beacon consumption.
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shpaass commented May 10, 2024

Doing it now

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It seems that the commits to your repo are forbidden. Then we'll go with the current commit message.

@shpaass shpaass merged commit 128596e into shpaass:master May 10, 2024
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@DaleStan DaleStan deleted the fix-auto-effectivity-ce branch May 10, 2024 23:32
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2 participants