You can add productivity modules in the Reprocessor when they don't have a recipe set - a single Legendary T3 brings it up to net-neutral and 2 brings it to a 20% surplus which means you can generate infinite asteroids and get them to legendary with no losses, and then generate infinite legendary asteroids by continuously reprocessing them
Should be fairly simple to just remove productivity from the allowed_module_categories
Is productivity normally not allowed in reprocessing recipes? Sorry, I use a mod which enables productivity practically everywhere so I hadn't noticed :) I'll get that done as soon as I can - but I work pretty slow :)
Yeah, that saves me the time of looking into it. I thought for sure there were more effects, like "consumption", but turns out these are for the allowed_effects var. Wonder if I should limit that, as well, or if limitations on the Vanilla recipe will handle it. I'll push an update in a bit.
If the recipes disallowed productivity effects, shouldn't productivity modules only slow down asteroid reprocessing?
I'm not sure. The reprocessing recipes are all tagged as "allow_productivity = false", but I'm not sure whether this affects Modules or Module effects. From what people are saying, it seems to prevent player from installing modules into the machine with the recipe active, but modules installed into the machine prior still have an effect. Since the Crusher Reprocessor is only ever supposed to handle Reprocessing recipes, it made sense to just block Productivity modules on it altogether.
Productivity was being applied to them - as a test I made an infinite asteroid generator with a reprocessor for each type, it worked flawlessly and the producitivity bar was clearly visible - so I assume it was blocking modules not effects
When the recipe was set on the reprocessor, productivity modules could not be added to the machine as Malidictus said, but the effects still applied if they were already installed.