Thank you for sharing. Ofcourse, productivity bonus is not strictly needed anywhere, I was just wondering if this is something that you were still ironing out / working on in particular.
I am enjoying several of your plugins, most notably Voidcraft and Voidblock, they scratch my Seablock-itches.
As for my ideas, well, instead of being patient and waiting for your response (which was not all that long even!), I started to mess with my own add-on to your mods to see if what I was thinking of actually works well, or if it's really pushing things to a rediculous level.
Not saying that's bad, some people enjoy going 'overboard', but I want it to still feel in-line with Voidcraft.
So far I've thought about/tried out three ways;
- #1: Expanding the Basic voidcraft productivity tech to include all voidcraft recipes for items and fluids you can't obtain through regular crafting (ignoring recycling recipes), including Void fuel. Intermediate voidcrafting and beyond stays the same.
- #2: Adding separate productivity techs for the various 'kinds' of voidcrafting such as basics (ores, wood etc.), smelting (plates), intermediates (sticks, gears, wires), advanced (electronics, engines, rocket parts), hydromancy (water, ice, steam) and pyromancy (oil and it's derivatives), where latter two might actually be fused under 'Alchemy' for all fluid voidcrafting. This approach adds some more voidcrafting recipes as well.
- #3: Changing Basic voidcraft productivity tech to apply a productivity bonus to the crafting machines themselves (like a replacement for the mining productivity tech) or introduce Productivity runes, but this is likely to escalate numbers really quickly. Perhaps the tech or the rune drawbacks should be more expensive to compensate.
Do keep in mind I am usually playing Voidblock, so some of my ideas might not make a lot of sense for just Voidcraft.
None of this is meant as critique either, I've liked playing Voidcraft for a while and so far liked the updates you've made.