Expanded Productivity Research

by Gandave

Adds Productivity technologies for all intermediate recipes, grouped by output item, with a progression similar to mining productivity. Optionally adjusts existing techs' progression. Optionally adds productivity techs for non-intermediate recipes as well.

Tweaks
a month ago
2.0
1.71K
Manufacturing

b [Fixed] No Effect with Space Age without Space + No productivity cap

3 months ago

Using with space age without space and no productivity cap, and all the productivity techs have description "nil productivity 2".

3 months ago

Unfortunately, I was not able to reproduce the bug. Maybe I inadvertently fixed this in 1.1, or I'm using the wrong mods. I tried Space Age without Space and Remove Productivity Cap.
Please try again with the latest version (coming in a few minutes) and if the error persists, give me a list of mods (or your mod-list.json) and any non-default settings.

3 months ago

I've added full compatibility with Space Age without Space in V1.1.2 so that Space Science is the new capstone pack again and comes after metallurgic, etc.
I'm going to close this report, but let me know, if you encounter further issues.

3 months ago

Did further digging, it was ultimate research queue that was causing it, at least the visual part.

The bonuses are now being applied even if it's visually bugged in the queue.

3 months ago
(updated 3 months ago)

I had a look myself. The mod is currently not able to properly display productivity effects, even just the standard techs from Space Age. I haven't looked into the code too deeply, but I believe there is simply no special consideration for this type of effect because it is new to Space Age. I'll add a note to the mod author, but there's nothing I can do on my end.

Edit: Someone already opened an issue on the Github in April 25 which describes this issue.

New response