Allow Modules for Entities (Patched for Factorio 2.0 & Space Age)
This is an updated and refactored compatibility patch for the classic module restriction remover, fully adapted for Factorio 2.0 and the Space Age expansion.
Key Features
- Full Module & Recipe Freedom: Allows any module category (Speed, Efficiency, Productivity, Quality, or custom modded modules) to be inserted into all processing machines and beacons.
- Preserves Native Machine Bonuses: Uses the updated Factorio 2.0
effect_receiverAPI so that built-in productivity bonuses on special/DLC buildings (like Foundries, Electromagnetic Plants or modded machines) are not lost or reset. - Space Age Planetary Effects Support: Optional toggle to allow modified entities to benefit from surface-specific environmental effects.
- Custom Beacon Dimming & Slots: Includes full configuration for extra module slots, max productivity caps, and customizable beacon diminishing returns (
profile&countersettings). - High Performance: Optimized single-pass recipe processing on initialization to ensure fast load times even with massive modpacks.
Startup Settings
All features can be selectively enabled or fine-tuned via Mod Settings -> Startup:
- Allow ALL module categories: Bypasses all module restrictions across all machines and recipes.
- Allowed module categories: Comma-separated list of categories if the master toggle above is turned off.
- Bonus module slots: Add extra slots to assembling machines, furnaces, labs, drills, silos, and beacons.
- Maximum productivity cap: Override global maximum productivity cap (e.g. set to 3.0 for 300%).
- Beacon counter type & profile: Fine-tune beacon diminishing behavior for Factorio 2.0 mechanics.
Forked (https://github.com/Kabury/module_everywhere_beacon_config) and patched to fix issue with disappearing base machine productivity in 2.0.