i made a small mod that adds productivity to certain processes that dont have it
atm only some nitrogen recipes are added
i dont plan to add ore processing recipes ( to avoid endless loops)
i am open to suggestions regarding on what to add productivity to ( i was thinking of dropped silicone )
mod and productivity
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Re: mod and productivity
By "productivity" you mean more steps or prototypes for certain processes?
Just go by what the end process is, and make whatever additions seem necessary or realistic for your mod. Like, if you were making more steps to get to sulfuric acid, you might do some quick research on how scientists produce it, and then incorporate that into the mod.
Just go by what the end process is, and make whatever additions seem necessary or realistic for your mod. Like, if you were making more steps to get to sulfuric acid, you might do some quick research on how scientists produce it, and then incorporate that into the mod.
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Re: mod and productivity
i was referring to modules the red onesCJ5Boss wrote: βFri Jan 11, 2019 12:13 pmBy "productivity" you mean more steps or prototypes for certain processes?
Just go by what the end process is, and make whatever additions seem necessary or realistic for your mod. Like, if you were making more steps to get to sulfuric acid, you might do some quick research on how scientists produce it, and then incorporate that into the mod.
Re: mod and productivity
Oh, in that case, think about what areas you think take too long or need productivity, then enable the ability to give it to them.
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Re: mod and productivity
Re: mod and productivity
Yes, are there any other things you feel take too long? Maybe look through your files and see what crafting times take a while, and reward the player with a productivity module addition that allows them to sometimes get extra products because of the amount of time they have to wait.immortal_sniper1 wrote: βFri Jan 11, 2019 3:25 pmi did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod
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Re: mod and productivity
i am very carefull where to add it since i dont want to break the balanceCJ5Boss wrote: βFri Jan 11, 2019 3:27 pmYes, are there any other things you feel take too long? Maybe look through your files and see what crafting times take a while, and reward the player with a productivity module addition that allows them to sometimes get extra products because of the amount of time they have to wait.immortal_sniper1 wrote: βFri Jan 11, 2019 3:25 pmi did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod
maybe ill add some recipes like nichrome since its a very used intermediary
Re: mod and productivity
Sounds good! With a mod like this, balance should definitely be kept in mind.immortal_sniper1 wrote: βFri Jan 11, 2019 3:34 pmi am very carefull where to add it since i dont want to break the balanceCJ5Boss wrote: βFri Jan 11, 2019 3:27 pmYes, are there any other things you feel take too long? Maybe look through your files and see what crafting times take a while, and reward the player with a productivity module addition that allows them to sometimes get extra products because of the amount of time they have to wait.immortal_sniper1 wrote: βFri Jan 11, 2019 3:25 pmi did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod
maybe ill add some recipes like nichrome since its a very used intermediary