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

i [Implemented] Whitelist recipes

3 months ago
(updated 3 months ago)

Hello,
after u fixed the bug i had with my modpack, i had the time to play around with your mod. i realized that certain recepes to have infinite prod research could protentialy break the game, lets say flurceton cooling for example, i guess that one that u have blacklist. having a blacklist is good for vanilla scope. if you playing with a larger modpack,you cant practicly maintain a blacklist, having it set to all intermediates is fine 99% of the time at least for me. but i want lets say some recepie to have prod research that only is enabled with the true "everything" settings. but then i clutter up my research tree with a lot of of unnessary stuff, and potentialy game breaking when i only actully need all intermediate + a handfull of outlierers. not to speak of it breaks automated reasearch queing. since half of the availible research is considered unwanted or can break the game. so i kindly ask for a feature to whitelist recipes. to minimize the amount of clutter and potential gamebreaks

Ty in advance Eulenberg

3 months ago

Good idea, I'll implement it.

3 months ago

I implemented a whitelist. It supersedes all other settings and you can now also set the mod to not generate any productivity techs by default, in case you want to only adjust existing techs or only add very few things explicitly via whitelist.

3 months ago

ty so much

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