Productivity Research for Everyone (FG)

by Buggi

FG version HIGHLY configurable. Adds a productivity research for every recipe that supports productivity and does not already have one.

Content
21 hours ago
2.0
253
Manufacturing

Changelog

Version: 1.2.0
Date: 4.24.2025
  Changes:
    - Add better support for the mods Modifiable Productivity Cap
        and Unlimited Productivity 2.0 Compat Fork
    - Remove Log file spam
Version: 1.1.0
Date: 6.1.2025
  Changes:
    - Massive amount of customization options added:
      Now you can control the science packs added for each 'tier' of the game. You can even control what defines a tier.
      Default values I decided upon.
      Early Game is 3 or fewer Science Pack types, those researches get Red, Green, and Purple science added if not already present.
      Mid Game is 4 to 6 science types, those get Red, Green, Blue, Purple, and Yellow added.
      Late Game is 7-8 types, those get Red, Green, Blue, Purple, Yellow, Space, and Agriculture added.
      End Game 9+ types, those get all but military added.
    - Productivity research generated specifically FOR science packs get a special config option and get every single science pack by default, no more cheesing the early game.
      Obviously you don't have to enable this feature.
    - The Science Type number defining the tiers is also configurable as are the science packs added for each tier. I wanted to keep the original authors intention of making it as flexible as possible for future mod packs.
      To make all but science research added by this mod take the "End Game" set of packs, just make set all the tier config options to 0.
    - Config option to ensure all researches have a minimum time cost, set to 1 to ignore it. Defaults to 15. Some early game research can generate with 1 or 2 second steps, the config option ensures a minimum.
FORKED
Version: 1.0.7
Date: 31.12.2024
  Changes:
    - Added a setting to add specified science packs to all technologies added by this mod; it is set to add automation, logistic, chemical and production science packs by default if you enable it.
    - Set optional dependencies as hidden.
Version: 1.0.6
Date: 29.12.2024
  Changes:
    - The mod no longer tries to set the recipe name using a research-progress result.
    - Recipes with the productivity cap of 0 are skipped during the technology creation phase.
Version: 1.0.5
Date: 01.12.2024
  Changes:
    - Added an optional dependency on Modifiable Productivity Cap to support it changing max productivity.
Version: 1.0.4
Date: 01.12.2024
  Changes:
    - Fixed a rare error in buildPrerequisitesWithoutTriggers during mod launch.
Version: 1.0.3
Date: 24.11.2024
  Changes:
    - Fixed multi-layered technology icons being generated incorrectly.
Version: 1.0.2
Date: 17.11.2024
  Changes:
    - Added a setting to skip recycling and barreling/unbarreling recipes (only useful in case another mod adds productivity for it).
Version: 1.0.1
Date: 17.11.2024
  Changes:
    - Moved mod code to data-final-fixes.lua.
    - Added an optional dependency on UnlimitedProductivityFork to support it changing recipe productivity limitations and max productivity.
    - Added an optional dependency on AAI Industry to load after its compatibility changes recipes.
    - Replaced round with ceil in max productivity level calculations.
    - Added more fallbacks for the productivity research name.
Version: 1.0.0
Date: 16.11.2024
  Changes:
    - Initial release.