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It'll only be overwritten if there was an issue loading it.
Exception: Method static System.Reflection.MethodBase GMod.Patches.InfiniteAmmoPatch1::TargetMethod() returned an unexpected result: null
at HarmonyLib.PatchClassProcessor.RunMethod[S,T] (T defaultIfNotExisting, T defaultIfFailing, System.Func`2[T,TResult] failOnResult, System.Object[] parameters) [0x00117] in <7a31311deded4c49b532500f167f7ed4>:0
If you want to produce at x3 speed, you just set it to 0.3333 (1 / 3 == 0.3~). One third the original value, which means things produce in 1/3rd the time; 3x faster.
"But I can only do it in 2x, because after values below 0.5 there are some really crazy speeds, like 10x+"
And exactly what are you setting it to? That's what I would expect if you set it to 0.1.
What are you setting it to to try and get 3x speed?
And have you actually timed the difference to confirm it's mathematically doing what it should? If it isn't, please provide me concrete examples of what the time was before on a given recipe, what you set the multiplier to, and what the time was after the change, as well as which recipe and so on.
Give me data that can be checked/verified mathematically to show the multiplier isn't doing what it should
Because you need to set a lower value there to accelerate, you won't be able to fine-tune the speed as you would with production points. For example, I would like to speed up only 3x But I can only do it in 2x, because after values below 0.5 there are some really crazy speeds, like 10x+ :( That is why the setting is exactly Production points will be better than production speeds
Not really needed or lacking. In effect, that's basically what the production speed multiplier will do.