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RecipePrototype:: [module-effect]_sensitivity

Posted: Tue Aug 04, 2026 9:29 pm
by MeteorSwarm
A few weeks ago, I added a feature to the Rigor module named "Rigor sensitivity," a recipe field that scales a machine's effective rigor when the Rigor module modifies recipes. When applying rigor to recipes, the Rigor Module mod multiplies the machine's actual rigor by the recipe's rigor sensitivity.
08-04-2026, 14-22-15.png
08-04-2026, 14-22-15.png (261.22 KiB) Viewed 137 times
This field makes it possible to balance the effectiveness of the rigor module on a recipe-by-recipe basis. This would be an excellent feature to add to Factorio's vanilla module effects to balance module effects on certain recipes without fully banning module effects from them. Given that the field was relatively simple to add to rigor module, the effect would likely be on the same level of difficulty to add to vanilla module effects.

This field may cause unintended consequences when interacting with machines with inherent module effects, but the [module-effect]_sensitivity values could be a table that contains the sensitivity value and a flag defining if only effects from modules should be considered.

Use case: Apply a 0.5x "Quality sensitivity" to all recycling recipes to make quality upcycling with recyclers harder, but not impossible.

Re: RecipePrototype:: [module-effect]_sensitivity

Posted: Thu Aug 06, 2026 5:44 am
by MeteorSwarm
Now that 2.1.13 has added LuaEntity::local_effect, it would be possible to bodge together this mechanic via Lua scripting, but it would be prone to conflict with any other mod that changes the local_effect field.