Productivity Through Science

by wadeack

Turn scientific progress into industrial efficiency. Every researched technology grants a permanent productivity bonus to all unlocked recipes.

Tweaks
7 days ago
2.0 - 2.1
500
Cheats

g Initial thoughts

8 days ago
(updated 8 days ago)

hard-coded into the engine is a system that should already prevent barreling-type recipes (and the like) from being influenced by productivity, however: this mod still likely influences production/craft statistics. Other things that seem a bit wierd: in the icon it appears the parameter sets / circuit and signal icons may be getting 'touched' by this mod. suggest limiting items the mod touches to those items which have a recipe and that the recipe does not return itself (or otherwise has an empty ingredient list which means a 'no cost' recipe).
1) strict exclusion of recycling recipes, barreling and 'cooling' recipes, and any parameter or signal icon types of items

....if this has already been done, you can ignore :)
happy modding!

8 days ago

That's a great insight on barrel recipes, I've noticed that those aren't affected by productivity and therefore haven't considered it as an issue. Was it mentioned in one of the FFF or how did you discover it?

Anyway, thanks for the feedback! I was reluctant to address those side effects as they effectively didn't change anything (apart from statistics on barrel/fluid recipes) but now that you mentioned it I'll try to fix them.

8 days ago
(updated 8 days ago)

I don't recall. I think it was something that got hardcoded when the 300% prod cap was designed originally (or shortly there-after). The system was designed to specifically target recipe-loops, (scenarios where the result of a recipe could be used in another recipe to return its original ingredients, aka barreling), and any "lossless" recipe like this would be detected and specifically excluded from productivity as a means to prevent infinite free-resource production.

come to think of it: i think another 'consequence' of the thing was that it shouldn't be possible [anymore] to use prod modules within a recycler except for [scrap processing], at least, that should still be the case. argument being: with +300% prod on, say, processing units...if a player were allowed to use prod modules in a recycler and feed it the blue circuits, that would create a positive-feedback loop. so .... the scenarios (loopholes) like these were all closed by implementing the anti-feedback system (not sure what the devs actually call it)

8 days ago

(it is, for the most part, a fairly minor thing. there aren't that many "uncraftables" that show up in the [research affects] window, but when stuff like that does show up, it's a bit weird. not game breaking or harmful, really...just odd.

7 days ago

Added 3 tiers of filtering in the latest version:

  1. always on for parameters, barrels, cooling and unknown
  2. toggle in settings for recycling recipes (except scrap)
  3. toggle in settings for intermediates, i.e. where prod modules are allowed

Use /pts-resync for changes to take an effect on an existing save.

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