base_productivity was a lovely way to throw in some extra +productivity to any mining/assembler.
I've used some instances in my mod but it no longer works.
Is there a way around this or implement it through some other method?
Cheers!
[SOLVED] How to achieve base_productivity in 2.0?
[SOLVED] How to achieve base_productivity in 2.0?
Last edited by Fishbus on Tue Dec 10, 2024 9:24 pm, edited 2 times in total.
Re: How to achieve base_productivity in 2.0?
Looks like it's via effect_receiver now in the CrafingMachinePrototype and MiningDrillPrototype, see the biochamber data
Code: Select all
effect_receiver = {
base_effect = {
productivity = 0.5
}
}
Re: [FIXED] How to achieve base_productivity in 2.0?
Ah, that's where it's hiding!
My brain had effect_receiver with beacon effects - as in, 'can this building receive effects from beacons'. My mistake.
Thank you!
My brain had effect_receiver with beacon effects - as in, 'can this building receive effects from beacons'. My mistake.
Thank you!