Crafting Efficiency


Adds technologies to increase the productivity of some recipes

Content
11 months ago
1.1 - 2.0
9.07K
Manufacturing

g Crafting Efficiency - Settings

1 year, 2 days ago
(updated 1 year, 2 days ago)

Can we get a settings menu to enable disable the crafting efficiency for the things we want in there?
For instance i only use Science Packs, the rest all i skip cause it will mess my game calculations, but with this menu i can always come back and enable other things if needed.

1 year, 1 day ago

Feature added.
Good game.

1 year, 1 day ago
(updated 1 year, 1 day ago)

Automation science pack cannot start researching, i am on Automation science pack 5, and say : https://imgur.com/a/d1A9K30
maybe it is the same with other ones, i did not find any so far only got to petroleum products in my game.

1 year, 1 day ago
(updated a year ago)

It is because of No more trigger technologies, starting a new game without that mod loaded works... but if you could pack it so it will work without triggers it would be awesome.

a year ago

it'd also be nice if we could blacklist specific items/recipes in addition to the broad categories that already exist (also, the categories should list what's in said category when hovered over in the settings menu).

a year ago
(updated a year ago)

Feature added.
Good game.

It still have problem with No more Trigger technologies and triggered recipes does not work.
Also please lower the energy cost of all technologies to 60, (the ones that have 90 seconds per tick) same as vanilla, because 90 seconds for 1 tick is too much.

a year ago

it'd also be nice if we could blacklist specific items/recipes in addition to the broad categories that already exist (also, the categories should list what's in said category when hovered over in the settings menu).

the problem is that the recipe system is dynamic, in any case the groups subdivision follows the exiting subdivision in the inventory. For the hover still persist the problems that the recipe are dynamics (provably it's possible since I already do a similar thing with locales for the tech names).

a year ago
(updated a year ago)

Feature added.
Good game.

It still have problem with No more Trigger technologies and triggered recipes does not work.
Also please lower the energy cost of all technologies to 60, (the ones that have 90 seconds per tick) same as vanilla, because 90 seconds for 1 tick is too much.

For the moment I'm not interested in changing the energy cost from 90 to 60, and for the delay, doing a partial code rewrite is not that quick and easy.
in any case the mod has been updated

a year ago

can you please tell me what i have to modify to change it on my end ? Recipes ?

a year ago

yes, you need to change the values on stages_times = {} under Recipes

a year ago
(updated a year ago)

cheers mate.
meaning i can also cheat with this making all 1 second right ?
I do not want to cheat but changing them below vanilla time is cheating, making them way higher is time wasted :D

a year ago
(updated a year ago)

You can go even lower, the type to represent the time use the double format, this allows to set the time even lower than 0.1

New response