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Auto-assign beacons to recipes before modules. #201

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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.yafc.zip
IR3 game.zip

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.
have-fun-was-taken added a commit to have-fun-was-taken/yafc-ce that referenced this pull request May 10, 2024
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](https://github.com/have-fun-was-taken/yafc-ce/files/15268818/IR.test.zip)
[IR3
game.zip](https://github.com/have-fun-was-taken/yafc-ce/files/15268826/IR3.game.zip)

(This is rebased from ShadowTheAge#201)
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