mod and productivity

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immortal_sniper1
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mod and productivity

Post by immortal_sniper1 » Fri Jan 11, 2019 12:54 am

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 )

CJ5Boss
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Re: mod and productivity

Post by CJ5Boss » Fri Jan 11, 2019 12:13 pm

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.
"Artillery laser cannon shotgun uranium explosive turret tanks" would be the greatest thing ever.
You might try checking out my mod: https://mods.factorio.com/mod/CJs_QoL_Research_Ver1

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Re: mod and productivity

Post by immortal_sniper1 » Fri Jan 11, 2019 2:52 pm

CJ5Boss wrote:
Fri Jan 11, 2019 12:13 pm
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.
i was referring to modules the red ones

CJ5Boss
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Re: mod and productivity

Post by CJ5Boss » Fri Jan 11, 2019 3:13 pm

immortal_sniper1 wrote:
Fri Jan 11, 2019 2:52 pm
i was referring to modules the red ones
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.
"Artillery laser cannon shotgun uranium explosive turret tanks" would be the greatest thing ever.
You might try checking out my mod: https://mods.factorio.com/mod/CJs_QoL_Research_Ver1

immortal_sniper1
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Re: mod and productivity

Post by immortal_sniper1 » Fri Jan 11, 2019 3:25 pm

CJ5Boss wrote:
Fri Jan 11, 2019 3:13 pm
immortal_sniper1 wrote:
Fri Jan 11, 2019 2:52 pm
i was referring to modules the red ones
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.
i did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod

CJ5Boss
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Re: mod and productivity

Post by CJ5Boss » Fri Jan 11, 2019 3:27 pm

immortal_sniper1 wrote:
Fri Jan 11, 2019 3:25 pm
CJ5Boss wrote:
Fri Jan 11, 2019 3:13 pm
immortal_sniper1 wrote:
Fri Jan 11, 2019 2:52 pm
i was referring to modules the red ones
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.
i did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod
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.
"Artillery laser cannon shotgun uranium explosive turret tanks" would be the greatest thing ever.
You might try checking out my mod: https://mods.factorio.com/mod/CJs_QoL_Research_Ver1

immortal_sniper1
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Re: mod and productivity

Post by immortal_sniper1 » Fri Jan 11, 2019 3:34 pm

CJ5Boss wrote:
Fri Jan 11, 2019 3:27 pm
immortal_sniper1 wrote:
Fri Jan 11, 2019 3:25 pm
CJ5Boss wrote:
Fri Jan 11, 2019 3:13 pm
immortal_sniper1 wrote:
Fri Jan 11, 2019 2:52 pm
i was referring to modules the red ones
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.
i did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod
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.
i am very carefull where to add it since i dont want to break the balance
maybe ill add some recipes like nichrome since its a very used intermediary

CJ5Boss
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Re: mod and productivity

Post by CJ5Boss » Fri Jan 11, 2019 3:51 pm

immortal_sniper1 wrote:
Fri Jan 11, 2019 3:34 pm
CJ5Boss wrote:
Fri Jan 11, 2019 3:27 pm
immortal_sniper1 wrote:
Fri Jan 11, 2019 3:25 pm
CJ5Boss wrote:
Fri Jan 11, 2019 3:13 pm
immortal_sniper1 wrote:
Fri Jan 11, 2019 2:52 pm
i was referring to modules the red ones
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.
i did that for nitrogn and i was waiting for some other sugestions to add before i relise the mod
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.
i am very carefull where to add it since i dont want to break the balance
maybe ill add some recipes like nichrome since its a very used intermediary
Sounds good! With a mod like this, balance should definitely be kept in mind.
"Artillery laser cannon shotgun uranium explosive turret tanks" would be the greatest thing ever.
You might try checking out my mod: https://mods.factorio.com/mod/CJs_QoL_Research_Ver1

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