Total Productivity for belts, landfill & everything

by AivanF

Would you like to be a diligent engineer who uses their resources efficiently? The mod allows to enable productivity modules for everything! By default, it's enabled for: logistic items (belts, inserters, chests, rails, robots, pipes), solar panels, accumulators, satellites, personal equipment, ammunition. Optionally for other buildings, vehicles, even modules!

Tweaks
10 months ago
1.1 - 2.0
10.6K
Manufacturing

i Potential improvement for finding results better

4 months ago

I ran into this with yuoki engines, and the electric crusher (y_crusher2). The recipe produces an assembling machine and a secondary item, which results in your line:
item_name = recipe.results and #recipe.results==1 and recipe.results[1].name
failing to add productivity.
My suggestions is to add recipes which have a main product that is an item. A third condition, would be to take the main product, and if it is an item among the results, use it as the item_name. There are other ways to check if the main product is an item, but it would require longer checks.

One could also use the main_product more generally, as the current behavior is very selective in applying to only one-product recipes (which doesn't even check if the type is item, wasting work, and doesn't check if the result is among any item group vs only data.raw.item .)

4 months ago
(updated 4 months ago)

P.s. I could probably write a patch on github and do a pull request if you'd like.

Edit: Also, if it's not a fluid it is an item... I'm finding better ways to write this as I do it.

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