Unlimited Productivity

by sh4dow

Removes the restrictions on productivity modules in beacons and allows those modules to affect ALL recipes. Also provides settings to change vanilla beacon stats. All features can be disabled individually - no forced side effects.

Tweaks
2 years ago
0.17 - 1.1
6.94K
Manufacturing Cheats

g [Added] Space Exploration overload

4 years ago

Hi!

Any chance on cancelling the overload feature of Space Exploration?

Thanks,

4 years ago

I haven't played Space Exploration yet ... what exactly is this overload feature?

4 years ago

It is very nice, make sure you try it!
Anyway, this means only 1 beacon can affect an entity at a time. If an assembly machine is in range of 2 beacons, the module's effects are cancelled.

4 years ago

I read about it in the wiki and have looked through the source code.
Cancelling that feature isn't as simple as just overriding some entity parameters - it is implemented as a script checking every entity placement for relevant beacons. To re-enable them, I have to check all entities it updated afterwards and re-enable them.

A workaround would be to remove all module slots from the machines themselves, since the overload mechanic only cares about machines with module slots.

4 years ago
(updated 4 years ago)

New version with options for active re-enabling as well as the mentioned workaround was just released.

4 years ago

Thanks!
Does that mean the machines wont be able to use modules?

4 years ago

I'm getting "Failed to load mods: UnlimitedProductivity_ _ /data-final-fixes.lua:67:'end' expected (to close 'if' at line 58) near <eof>" when trying to load

4 years ago

should be fixed now.

There are 2 options: one automatically re-enables all entities that are disabled by space exploration (via script); the other removes module slots from machines and completely ignores the overload mechanic that way (and can also be used as a challenge).

4 years ago

Unfortunately, checking the option in settings didn't cancel overload.
Also, the beacon range was reduced :(

4 years ago
(updated 4 years ago)

Change the beacon range setting in my config to 0 to cancel the reduction (the reduction came from the load order change caused by optional-requiring SE, since UP now overwrite the changed beacon range)

Uploading a fixed version of the script (I had forgotten to copy a part of the un-overloading code...)

edit: It might be necessary to mine and replace machines to unoverload them if you were using the 1.3.6 script before

4 years ago

Ohh, the range is set in start settings, I cant change it in my actual run...

4 years ago

You can, you just need to restart Factorio after you do. The effect will apply to your 'old' map as well.

(Sorry for late reply, I somehow didn't get an email notification this time...)

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