disable productivity modules for a single recipe
disable productivity modules for a single recipe
I have a mod which allows you to put barrels of uranium hexafluoride into centrifuges to get U-235 and U-238. The issue is, that you get extra barrels when you use productivity modules. I don't want this to happen, so the obvious solution would be to disable productivity for that recipe, which I do not know how to do.
she/they
Re: disable productivity modules for a single recipe
You have to add it specifically to the productivity module definition for it to work with productivity, so as long as you don't do that, you should be fineSigma1 wrote:I have a mod which allows you to put barrels of uranium hexafluoride into centrifuges to get U-235 and U-238. The issue is, that you get extra barrels when you use productivity modules. I don't want this to happen, so the obvious solution would be to disable productivity for that recipe, which I do not know how to do.
- bobingabout
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Re: disable productivity modules for a single recipe
which works fine until you have a mod that adds a new productivity module and doesn't include a filter.Klonan wrote:You have to add it specifically to the productivity module definition for it to work with productivity, so as long as you don't do that, you should be fineSigma1 wrote:I have a mod which allows you to put barrels of uranium hexafluoride into centrifuges to get U-235 and U-238. The issue is, that you get extra barrels when you use productivity modules. I don't want this to happen, so the obvious solution would be to disable productivity for that recipe, which I do not know how to do.
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Re: disable productivity modules for a single recipe
At which point you have to make it a something final fixes something, and loop through all modules that give productivity, add the filter it if doesn't exist yet, and add itself to the blacklist.bobingabout wrote: which works fine until you have a mod that adds a new productivity module and doesn't include a filter.
Or however it works.
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Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
- bobingabout
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Re: disable productivity modules for a single recipe
it can be done in data updates... in theory, ALL recipes and items SHOULD exist by the end of the data phase, but the ingredients and results of a recipe can still change. That's why mod optional dependencies still exist, so you can choose load order for stuff that's really important on deciding if a recipe should be added or not.