Recipes gain productivity bonuses the more you produce them, scaling exponentially. Additive: stacks with vanilla research and other productivity mods instead of overwriting them.
Small changes concerning balance, gameplay, or graphics.
Version: 1.3.0
Date: 2026-06-06
Major Features:
- Recipe filter: a whitelist/blacklist mode lets you scope the mastery
bonus to chosen item groups, subgroups, and items. Defaults to "off"
(everything is mastered, as before). Changeable mid-game, no restart.
Changes:
- Filter settings are runtime-global, so excluding an item live rolls its
mastery contribution back to 0 while leaving vanilla/other-mod
productivity untouched.
- New /pm-groups console command lists every loaded item group and
subgroup (including modded ones) for discovering filter names. It does
not disable achievements.
Version: 1.2.0
Date: 2026-05-13
Major Features:
- Configurable progression: SCALE and CAP are now startup settings.
Changes:
- Bonus contribution is now additive. Vanilla productivity research,
modules, and other mods stack with this mod instead of being overwritten.
- Removed the infinite-research cap-extension. The base game's 300%
ceiling is respected; the mod no longer maintains its own research math.
- Bonus rounds up to whole percent steps so low-count recipes show
visible progress.
Bugfixes:
- Defensive 3.0 clamp on this mod's contribution so it never pushes
the total productivity bonus past the engine ceiling.
Version: 1.1.1
Date: 2026-05-13
Changes:
- Optional patch toggle for modded buildings now handles both array
and dict forms of allowed_effects symmetrically.
Version: 1.1.0
Date: 2026-05-12
Major Features:
- New optional setting: "Patch modded buildings to accept productivity".
Off by default. When enabled, adds productivity to allowed_effects on
every assembling machine, furnace, rocket silo, and mining drill from
any mod that doesn't already allow it.
Bugfixes:
- allow_productivity field access at runtime no longer crashes on
recipes where the engine treats the field as missing.