Agricultural Tower with Modules
Module slots and beacon support for the agricultural tower. Everything configurable, nothing else touched.
What it does
- Module slots on the agricultural tower — none to five, your choice.
- Beacon reception, switchable.
- Productivity remainders are carried instead of thrown away. See below.
- Surface effects (planet-wide bonuses) apply.
- Modifies the agricultural tower prototype and nothing else. No recipe, technology or other entity is changed.
Settings
All startup settings.
| Setting | Default | |
|---|---|---|
| Module slots | 2 | None, or 1–5 |
| Allow speed modules | on | |
| Allow efficiency modules | on | |
| Allow productivity modules | on | |
| Allow quality modules | on | |
| Allow modules from other mods | on | Off restricts the tower to vanilla categories |
| Affected by beacons | on | Works independently of the module slots |
| Carry productivity remainders | on | See below |
Productivity remainders
The game applies a tower's productivity bonus per harvest and truncates it. A yield of 6 at +20% gives 7 — the remaining 0.2 is gone, every single harvest. Crafting machines do not lose theirs.
With Carry productivity remainders on, the fraction is kept and paid out later:
| Harvest | Vanilla | This mod |
|---|---|---|
| 1 | 7 | 7 |
| 2 | 7 | 7 |
| 3 | 7 | 7 |
| 4 | 7 | 7 |
| 5 | 7 | 8 |
| Total | 35 | 36 = 5 × 7.2 |
- One counter per tower and per plant species, running in parallel. A tower harvesting a mixed field loses nothing.
- Quality is passed through untouched.
- Turn the setting off for exact vanilla behaviour.
Compatibility
Requires Space Age.
Works with modded towers: the remainder logic keys on productivity actually reaching a tower, not on a prototype name, so any tower that receives it is covered.
Fulgorite Harvesting — its Fulgural Tower gains four module slots when this mod is installed.
AI
Mod concept & design by Morlot.
Implementation developed with the help of Claude (AI assistant by Anthropic).