All The Overhauls Modpack | SE + K2 + 248k + BZ + 5Dim + More


This modpack is meant for those players who are looking for a real challenge. Lots of intermediates and resources to find and process. Big logistics problems that you will need to solve to tame the beast that is this modpack. This modpack will take a while to complete, so be ready for the long haul.

Mod packs
4 days ago
1.1 - 2.0
9.27K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

b ❌ Force Productivity Cap

a day ago

Hey.
I was just about to start a run of ATO but ran into an bug almost straight away. You are seemingly forcing the 300% productivity cap onto everyone. I'm using this mod (https://mods.factorio.com/mod/remove-productivity-cap) to remove the cap but its not working, as soon as i activate your mod. (I've tested it without ATO active but everything else still active)
If the Modpack/Save would be helpfull, let me know. Here is also the link to my post over at remove productivity cap, in case it has to be fixed on his side and to be able directly say that to him: https://mods.factorio.com/mod/remove-productivity-cap/discussion/699b1e3d738b9b58a6a0e12c

a day ago

I don't see anywhere that ATOM is doing this, but adding "all-the-overhaul-modpack" as an optional dependency to that mod seems to do what you want.

19 hours ago

Nope, its still capped at 300%, even after i set "all-the-overhaul-modpack" as an optional dependency. So, no idea what else you changed, but its not working.

14 hours ago

Where are you checking?

14 hours ago

In this (https://we.tl/t-hMa5tQuWkL) save file. There is an furnace that shows "300% cap" or something along those lines. This shows me, that a simple optional dependency isnt working.

13 hours ago

Hmmm. I can't load that save file right now since I'm still on 2.0.72 and don't really have time to upgrade. But nothing like that even appears when I look at a stone furnace. Could you post a screenshot of what you're seeing?

(I'm not even sure how that would work actually. There's no per-machine productivity limit that I can find in the API docs, that's done per recipe. And I was able to confirm that the mod had done so correctly in the prototypes GUI.)

10 hours ago

This mod has no code that does that. 300% is the game's default value and we are not touching it. I'm not investigating into that.

6 hours ago
(updated 6 hours ago)

Ok.
Guess i wont play ATO then. With this mod enabled is it capped to 300% and without this mod, its not capped anymore. So it obviously does something with it. Either that, or your code messes stuff up, that you claim to not touch at all.
Really good job there..

an hour ago

Is the drama really necessary?

Anyway, now that I am home from work instead of on my way to work, I downloaded a copy of 2.0.73, synched mods with your save, saw the same thing when using an unmodified version of Remove Productivity Cap...

Then I copied in the version I'd modified to have an optional dependency on ATOM, reloaded, and it showed 1,140% productivity. I think you either made a typo when editing info.json, or didn't move the extracted files to the right place, or something, but the fix I suggested absolutely does work.

an hour ago

Case closed. Please be more friendly next time. You are not paying us. This is just a hobby for all of us.

This thread has been locked.