[1.3.3389] Allowing dye to be used in chemfuel refinery causes weird issues

Started by glass zebra, July 21, 2022, 07:40:05 AM

Previous topic - Next topic

glass zebra

When allowing dye in the chemfuel refinery to make chemfuel, pawns seem to take exactly 1 dye from each close by stack and then go for something else allowed and add that. Dye does not even have any nutrition value, so pawns will still go and get 70 other raw resources and add those to the refinery before processing all of that. When nothing else but dye is available, the pawns can not fill the refinery at all (presumably because it has 0 nutrition and does not add anything but weirdness).

Dyes can not add anything to the refinery, but it still used in a very weird weird (taking exactly 1 of every nearby stack). It's probably just included in that filter because it's a "raw resources -> plant matter" instead of something like "manufactured", but just causes issues if allowed.

Pawn taking exactly 1 dye from the each of the 7 nearby stacks and then adding 70 smokeleaves (which would have been by themselves):
https://steamuserimages-a.akamaihd.net/ugc/1912358732830112143/6A059B9A3DBF6AB9BD15FE8CAACF357AD1220959/

Post that made me aware of this:
https://steamcommunity.com/app/294100/discussions/0/3471730015116124406/

Both DLCs, no mods.