Skip to content

Conversation

@DaleStan
Copy link
Collaborator

@DaleStan DaleStan commented Sep 4, 2024

I have two possible implementations of this fix, but neither is perfect. This one usually behaves as expected, but has code that's simply wrong at CostAnalysis.cs:309. Non-automatable goods are treated as if they cost 0 there, instead of the default Infinity. However, removing that special case creates incorrect "YAFC analysis: There are better recipes to create X. (Wasting 100% of YAFC cost)" messages for recipes with non-automatable goods.

@DaleStan DaleStan requested a review from Dorus September 4, 2024 01:58
@shpaass
Copy link
Owner

shpaass commented Sep 6, 2024

By non-automatable goods, you mean the goods that cannot be crafted by anything else in the project, including disabled recipes?

@DaleStan
Copy link
Collaborator Author

DaleStan commented Sep 9, 2024

No, non-automatable goods means goods that show "YAFC analysis: Unable to find a way to fully automate this" in their tooltip.

In vanilla, anything that depends on Wood is non-automatable, such as a shotgun or a wooden chest. (Or should be; Yafc decides wood is automatable for reasons that I haven't looked into.)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants