Unlimited Productivity and Quality 2.0 Compat Fork


Removes restrictions on productivity and quality (optional) modules, allowing them in beacons as well as to affect non-intermediate products.

Tweaks
4 days ago
2.0
2.41K
Manufacturing Cheats

b [In Progress] Rocket Capacity Bug

23 days ago

Something about this mod breaks the rocket capacity of some items. In specific it breaks the blue and red inserters' rocket capacity to 450 and 600 respectively. It also breaks the rocket capacity of most of the combinators to 500. I am unsure if anything else is changed because of this, these are just the ones I noticed.

23 days ago

I've singled it out to be the "Remove recipe restrictions from all other modules" setting.

23 days ago

I confirm the same issue with Non-SpaceAge Factorio.

With the setting on, the rocket needs more than one satellite to launch. Satellites just disappear when dropped into the Cargo slot of the Rocket (Silo).

After I turned off the setting and rebuild the Rocket Silo (destroy the old one and build a new one from scratch), Non-SA Factorio again accepts a single satellite for its cargo.

23 days ago

I will look into that and respond when I found the issue

19 days ago

The "Total Productivity for belts, landfill & everything" mod appears to enable productivity on other items and doesn't cause this issue. Looking at the source code of it vs. Productivity Fix, they appear to be using a different approach.

Using recipe.allow_productivity = true : https://github.com/AivanF/factorio-AivanF-mods/blob/main/Productivity/lib.lua#L128

vs.

Using v.limitation = nil : https://github.com/bgoup/Factorio_Productivity_Fix/blob/master/productivity_fix_1.1.0/data-final-fixes.lua

(Also it looks like Rseding91 marked this issue as "not a bug," so either they misunderstood the issue or simply won't be fixing it: https://forums.factorio.com/viewtopic.php?p=636706 )

19 days ago

The "Total Productivity for belts, landfill & everything" mod appears to enable productivity on other items and doesn't cause this issue. Looking at the source code of it vs. Productivity Fix, they appear to be using a different approach.

Using recipe.allow_productivity = true : https://github.com/AivanF/factorio-AivanF-mods/blob/main/Productivity/lib.lua#L128

vs.

Using v.limitation = nil : https://github.com/bgoup/Factorio_Productivity_Fix/blob/master/productivity_fix_1.1.0/data-final-fixes.lua

(Also it looks like Rseding91 marked this issue as "not a bug," so either they misunderstood the issue or simply won't be fixing it: https://forums.factorio.com/viewtopic.php?p=636706 )

As far as I know, the approach of Productivity Fix does no longer work in Factorio 2.0 Space Age. They changed how productivity works because of the infinite productivity research would be my guess.

But until Wube decides to give us a fix for the issue or fix it themselves, I am unsure if this can be fixed for now...
One way would be to manually set the weight of every item but be honest... who has the time to write all of that?

12 days ago

Looks like a user on the bug report thread has figured out why it changes rocket capacity and provided a potential solution/workaround: https://forums.factorio.com/viewtopic.php?p=642941#p642941

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