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
a month ago
1.1 - 2.0
10.7K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

g Productivity queries - not definite bugs

a month ago

This is for me (or anyone else) to post in as I find more stuff that I think should accept productivity, but doesn't, and may be deliberate choices. So that I can confirm that they are deliberate choices and not things which got messed up in an update. I have tried to group them somewhat and explain my reasoning.

For resources, I would have expected the following to accept productivity:
-palladium powder
-platinum powder

-inconel
-bismuth glass
-copper tungsten
-mangalloy

I don't feel the need to ask for silicon or various aluminum/alumina recipes, as I can see infinite resource loops that can be created there.

-ceramic (from crushed stone and steam). The arc furnace recipe from stone and coal does accept productivity, but is so much worse that this may be deliberate as it can never be better?

-formaldehyde (all recipes)
-ethanolamine
-vinyl acetate
-povidone
-ethylene oxide

-thorium from ore (uranium from ore accepts prod)

-wood to coal
-wood pulp to coal dust
(other cokery recipes accept prod)

-bismanol

The following manufactured intermediates would normally be expected to take productivity, in that they aren't placeable entities. Again they may be choices by the mods they came from, but there is definitely inconsistency in what has been chosen, so I will question them.

-insulated wire
-tinned wire
(all other wires and cables accept prod)
-lasers CO2, and He.
-tracker
(transceiver accepts prod)
-scanner
-spectroscope
-laboratory gear
-skyseeker armature

-micron tolerance components (can get the basic 20% prod in a laser mill, but no prod modules. so this is end game laser mill tech?)

-elite gearbox (the other gearboxes accept prod)

-carbon fiber

Again, note that I'm not asking you to "fix" all of these. Many of them I don't care about because they are essentially waste streams. This is just a query.

a month ago

I'll be going through these gradually as I have time available.

a month ago

Empty amplifier tube.

Laser mill takes prod modules in addition to built in prod. Assembling machines do not.

15 days ago
(updated 15 days ago)

Diamonds from graphite and a vulcanite block
-carbon fiber

Restored productivity to these in the latest update to bzcarbon2, along with a few other things that lost it in the transition.

... And removed it from a couple of recipes involving carbon black, but I don't think those are likely to be missed much. Crucible also did not have productivity in 1.1, but that didn't strike me as especially unreasonable or a big deal either way, so I left it alone.

15 days ago

... And removed it from a couple of recipes involving carbon black

I haven't seen that resource yet and a search in game shows nothing. Maybe it has a different name? (I mean I know exactly what it is in RL)

I don't know if it falls to you or someone else but how is circuits in assembling machines going? It would be my priority, because that's minimum 1.2^3 lost by blue circuits, and about 100% lost making HCP circuits which aren't exactly cheap.

15 days ago

I haven't seen that resource yet and a search in game shows nothing.

Oh yeah, I forgot that ATOM forcibly disables that. So no need to worry about that one.

I don't know if it falls to you or someone else but how is circuits in assembling machines going?

Nowhere, pretty much. For RL reasons I don't want to get into here, I haven't had the time or the spoons to do much in the way of Factorio modding this month, and I decided to get back into the groove by starting with something simpler. Once I get bzcarbon2 updated for 2.1 (which I don't expect to be very difficult), I think the relevant mod for the circuit issue will be next on my agenda.

14 days ago

All good

2 days ago

Added productivity modes for circuits like I said I was planning to in the other thread. It defaults to productivity on products when ATOM is installed, and on components otherwise.

From some cursory fooling around in Factory Planner, productivity on circuits is a bigger boost than productivity on components. The disparity would be lessened if some of the components that come from other mods and allow productivity only did so in component mode, but only slightly. In the end I think I personally still prefer productivity on components... but it's your game, do what you wanna do.

a day ago

Due to booting 1.1 being both the easiest way to check if things had productivity in 1.1 -and- a massive pain in the posterior, I've decided to do so once, going through everything that's been posted in this thread and not otherwise been addressed, and make notes in a form and order that suits my needs. None of these things have had changes made yet, this is just to get my thoughts in order and allow for comments, thus simplifying future steps.

If something says it had productivity in 1.1, it will probably get it put back unless a -really- good reason not to do so comes up.

This post may be edited in the future to add new items that have come up or to remove things that have been changed.

-palladium powder
-platinum powder

Added by ATOM. Don't take productivity in 1.1. Whether they -should-... I'll look into it.

The alloys:
-inconel
-copper tungsten
-mangalloy
Added by Chromium, Tungsten, and Manganese respectively. None of these allow productivity in 1.1.
While I think an argument could be made that these should not allow productivity, they actually seem to be odd men out - the only other 'alloy made from plates' that do not allow it are bronze and zircalloy, so there's a good argument for adding it to these as well for consistency.

-bismuth glass
Does not have productivity in 1.1. Considering that regular glass does, I'm not seeing any particular reason why this one wouldn't.

-ceramic
From 248k. I don't see any strong reason for this one not to have productivity, but it's also not one of our mods.

-formaldehyde
Original item and most recipes from natural gas. Exception is recipe with zeolite (ChemistryForYou) and Advanced gas processing (Lasing Around). None allow productivity except the last, and for it the productivity only increases helium yield. Looks deliberate to me.

-ethanolamine
-vinyl acetate
-povidone
-ethylene oxide
From nylon. None allow productivity in 1.1. Probably deliberate; that seems to be fairly standard for recipes that represent reactions with pure chemicals.

-thorium from ore (uranium from ore accepts prod)
From Tantalite. Doesn't accept productivity in 1.1. Not seeing a strong reason for it not to in an ATOM context; with or without productivity it's going to beat Uranium until you get Kovarex, at which point that's probably going to be fewer machines and resources no matter how you slice it. I'll want to check how it looks in a more vanilla context, but I'm seriously considering it on this one.

-wood to coal
-wood pulp to coal dust
Both from ATOM. Changes from one item to another without gaining or losing energy (except for the cost of the machine itself). I think this one is probably deliberate.

-bismanol
From Manganese. Oh, an alloy-from-plates that isn't made in the foundry. Doesn't take productivity in 1.1, not sure whether to think that should change or not.

-insulated wire
From Bob's Electronics SE KR. No productivity in 1.1; it's one of those things that would have it in vanilla Bob's but then you wouldn't get it on... wait, are these actually used in the production of any circuits that get productivity? Maybe I'll change this.

-tinned cable
From Tin. No productivity in 1.1, no strong thoughts on this one yet.

-lasers CO2, and He.
From Lasing Around. I think there's a good argument that they should not take productivity, but they did in 1.1.

-tracker
-scanner
-spectroscope
From Lasing Around. No productivity in 1.1.

-laboratory gear
-micron-tolerance components
-empty amplifier tube
Also from Lasing Around, except they -did- have productivity in 1.1.

-skyseeker armature
From Brass Tacks. No productivity in 1.1.

-Elite gearbox
From Brass Tacks. No productivity in 1.1, which seems odd since not only do the others have it, but are also from the same mod.

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