Too Many Prod Techs


Adds productivity technologies for every intermediate, and science packs. Follows the same pattern as other vanilla productivity technologies. Not balanced :)

Tweaks
2 months ago
2.0
567
Factorio: Space Age Icon Space Age Mod
Manufacturing

i Support Crafting Efficiency

a month ago

Productivity boosting technologies do not impact the efficiency tech recipes added by "Crafting Efficiency." It is up to you whether you wish to support that mod, however it is very noticeable that it is missing on those recipes.

a month ago

I appreciate the suggestion. However, I don't think it'd be worth trying to create compatibility between these mods, due to how Crafting Efficiency works it creates a ton of new recipes, whereas TMPT uses the new recipe productivity technology upgrade system. I ended up hand making all the techs for this mod because I wanted to make unique thumbnails for the technologies, and if compatibility was added I'd need to hand add each recipe... I do have an idea on how I could do it, now that I think about it... but it'll take some time to implement and I might not like the result, so I wouldn't hold out hope

a month ago

It should be easy enough if you iteratively check for CE recipes. There should be some sort of consistency to their naming convention - if so, then that's how one would do it.

In fact, I just checked. One of the recipe names is: "ce-solid-fuel-from-heavy-oil-1"

My solution would probably be something along the lines of adding these recipes to the productivity techs - I don't exactly know how CE decides the 'max number' of techs per a given recipe, but finding out the maximums for each CE tech branch and having an iterative process that goes up to that max (inclusive) would be a good shot.

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