Glad to hear the fix is working! Regarding the Muluna mod or any other mod that adds productivity to a select recipe - I'm not planning to provide a universal fix for the discrepancy caused by the buggy version. However the latest mod version should be able to properly calculate bonus with such techs even if those are coming from other mods.
If you want I can share a command for you that would update the productivity bonus for a given recipe:
/c local recipe = game.player.force.recipes["<recipe-name>"] if recipe then recipe.productivity_bonus = <desired-bonus> end
where
- <recipe-name> you could get by hovering its icon anywhere in the game, e.g. in bonuses tab, factoriopedia, tech description, etc., and pressing Ctrl + Shift + F on PC.
- <desired-bonus> is a percentage in decimal, e.g. 0.96 for 96% bonus.
If you have troubles running it, send me a dm in discord, name is the same as here.