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[0.13.x] Enable Productivity Modules for mod recipes
Posted: Tue May 24, 2016 9:55 am
by BlakeMW
This mod enables productivity modules for certain recipes added by other mods. Check the mod portal link for more details.
Re: [0.12.x] Enable Productivity Modules
Posted: Tue May 24, 2016 3:50 pm
by mooklepticon
Awesome, thank you!
Re: [0.12.x] Enable Productivity Modules
Posted: Tue May 24, 2016 5:44 pm
by sporefreak
I expected to see it enable them in beacons instead of other mods.
Thanks for changing the title to remove any confusion lol
im assuming the process isnt automatic since you said it requires editing for other recipes
Re: [0.12.x] Enable Productivity Modules
Posted: Tue May 24, 2016 7:25 pm
by BlakeMW
That is correct. It is a conservative mod intended to harmonize with vanilla game balance and do nothing surprising (indeed, to make the game less surprising). It is not easy to determine automatically if a recipe should allow productivity modules or not. In the base game recipes are by default not compatible with productivity, and need to be explicitly whitelisted.
I may consider adding config flags that allow:
1) Enable productivity modules for all recipes.
2) Enable productivity modules in beacons.
However I have to question what that actually adds to the game
Re: [0.12.x] Enable Productivity Modules
Posted: Tue May 24, 2016 11:22 pm
by Qon
BlakeMW wrote:
I may consider adding config flags that allow:
1) Enable productivity modules for all recipes.
2) Enable productivity modules in beacons.
However I have to question what that actually adds to the game
It adds more productivity module use!
I love productivity modules. But I'm currently trying to make my megabase build compatible with vanilla so I wouldn't be able to use productivity modules in my factory for non-intermediates anyways.
Btw, isn't satellite technically an intermediate? It has no related entity and no effects or uses. Sending it up into space is also just using it as an ingredient. So why can't we use productivity modules in satellites? Or does sending it int up in space count as "building the satellite entity" in orbit?
Other mods that could use your help that I can come up with on the spot:
Small artifacts mod
viewtopic.php?f=94&t=24245
Peace mod
viewtopic.php?f=120&t=23135 (though required me to do manual adjustments to not have it's recipe overwritten by all other artifact crafting mods)
I should probably write in their threads too but... well I was too lazy.
Re: [0.12.x] Enable Productivity Modules for mod recipes
Posted: Thu Aug 04, 2016 2:19 pm
by Vigil
Is this gonna be updated for 0.13? Only I've got myself that strange-matter mod and I'm going to try to make oil with the might of the sun alone... This'd speed things up a whole lot..!
Re: [0.12.x] Enable Productivity Modules for mod recipes
Posted: Thu Aug 04, 2016 11:15 pm
by BlakeMW
Sure. OP has been updated.
I wasn't sure whether productivity modules should be used with strange-matter, but I noticed the matter replicator lists "productivity" as an allowed effect, so I figured, hey, why not?
Re: [0.13.x] Enable Productivity Modules for mod recipes
Posted: Thu Sep 01, 2016 12:17 am
by Vigil
Does this enable productivity modules for the Berguis process, too? Bergius, Berguis, I can never spell that...
Re: [0.13.x] Enable Productivity Modules for mod recipes
Posted: Thu Sep 01, 2016 9:04 pm
by Qon
Vigil wrote:Does this enable productivity modules for the Berguis process, too? Bergius, Berguis, I can never spell that...
This mod is not needed for the new versions of Bergius Process.
Klonan fixed his own mod!
Re: [0.13.x] Enable Productivity Modules for mod recipes
Posted: Tue Sep 20, 2016 11:47 am
by Vigil
Qon wrote:Vigil wrote:Does this enable productivity modules for the Berguis process, too? Bergius, Berguis, I can never spell that...
This mod is not needed for the new versions of Bergius Process.
Klonan fixed his own mod!
Ace! That's awesome, now I can stop bothering with these depleted oil spots and start creating coal from sunlight...!