Group productivity bonuses per research

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Brambor
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Merge productivity bonuses that are of the same type

Post by Brambor »

Here we see the bonuses window:
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I marked bonuses (connected them with a line) that should be merged, just like mining prod and inserter capacity. These are from the same research for the same thing.
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MatHack
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Group productivity bonuses per research

Post by MatHack »

TL;DR/Why?
To make the Bonuses screen more readible I would suggest grouping the productivity bonuses per research or result item(s).
What
Currently each recipe productivity has its own tile, while military bonuses are grouped. I think grouping them based on which research unlocks the next level, e.g.:
  • Plastic bar productivity has effect on the Plastic bar & Bioplastic recipes, those two bonuses should occupy one tile
  • Asteroid productivity has effect on 6 recipes, those should all occupy one tile, instead of 6 separate tiles. Although I can see this being split into 2 groups, because 6 icons in a row is too long for the current tile dimensions.
See below for a screenshot of a part of the current Bonuses screen vs a mockup I made based on my suggestion (with astroid processing split into 2 tiles), this eliminated 9 tiles.
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Hares
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Re: Merge productivity bonuses that are of the same type

Post by Hares »

Noticed that too. Looks toooooooo clunky
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Re: Group productivity bonuses per research

Post by Oniguro »

I came here wanting to post the same suggestion so I wanted to +1 this one but couldn't find an option for that.

Personally I'd like all asteroid bonuses to be grouped together since they use the same research to upgrade them.
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IsaacOscar
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Re: Group productivity bonuses per research

Post by IsaacOscar »

This could cause problems for mods that upgrade the same bonuses with different research (e.g. one that upgrades all three types of asteroid processing, and one that only upgrades metalic asteroids). What we need is some kind of category system to group related recipes, and then you can only upgrade the productivity of an entire group... (similar to how the ammo bonuses work)
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Haisom
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Re: Merge productivity bonuses that are of the same type

Post by Haisom »

Is there a reason these are not combined? Is it for modding purposes, like to make it easier?
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Re: Merge productivity bonuses that are of the same type

Post by Brambor »

Only reason I can see is that they are made in different machines. Once again, look at belt stack size bonus and mining productivity, where different machines and completely different entities are combined. However, from user perspective there is no reason to make them separate. And they could probably be split in the case a mod adds bonus to one but not the other, depends on implementation.
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IsaacOscar
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Re: Merge productivity bonuses that are of the same type

Post by IsaacOscar »

This is a duplicate of viewtopic.php?p=655833#p655833, where I also explain a difficulty with merging them.
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Re: Merge productivity bonuses that are of the same type

Post by Brambor »

Agreed. (Technically the other is duplicate of this since this is an earlier report.)
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Re: Group productivity bonuses per research

Post by Koub »

[Koub] Merged twi threads with the same suggestion.
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MatHack
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Re: Group productivity bonuses per research

Post by MatHack »

IsaacOscar wrote: Fri Dec 27, 2024 9:19 am This could cause problems for mods that upgrade the same bonuses with different research (e.g. one that upgrades all three types of asteroid processing, and one that only upgrades metalic asteroids). What we need is some kind of category system to group related recipes, and then you can only upgrade the productivity of an entire group... (similar to how the ammo bonuses work)
I agree, if they could/would make someting like the ammo groups for the productivity bonusses.
For now, I think my suggestion of grouping it per research is a viable alternative, it avoids the problems you are mentioning. However, you might need to check multilple tiles to see the total bonus for a specific item/recipe. But how is that different from how gun turret bonusses are currently working? If I want to know how much damage a gun turret does I also have to look at multilple tiles.
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IsaacOscar
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Re: Group productivity bonuses per research

Post by IsaacOscar »

MatHack wrote: Sat Jan 04, 2025 6:43 am
IsaacOscar wrote: Fri Dec 27, 2024 9:19 am This could cause problems for mods that upgrade the same bonuses with different research (e.g. one that upgrades all three types of asteroid processing, and one that only upgrades metalic asteroids). What we need is some kind of category system to group related recipes, and then you can only upgrade the productivity of an entire group... (similar to how the ammo bonuses work)
I agree, if they could/would make someting like the ammo groups for the productivity bonusses.
For now, I think my suggestion of grouping it per research is a viable alternative, it avoids the problems you are mentioning. However, you might need to check multilple tiles to see the total bonus for a specific item/recipe. But how is that different from how gun turret bonusses are currently working? If I want to know how much damage a gun turret does I also have to look at multilple tiles.
It does not avoid the problem, unless there's only one (possibly infinite) technology, as there's no stopping differenr non-infinite technologies from giving bonuses to different recipes.

A simpler alternative might be to allow a productivity bonus for items (and fluids), then any recipe whose sole output is said item, will be effected by the bonus?
Of course this is less flexible as you won't be able to control the grouping (e.g. related recipes with different outputs) and you'll have to use the current system if you want bonuses for specific recipes....

I like my category idea better.
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