
Allow recipes to start with a productivity bonus
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Allow recipes to start with a productivity bonus
Recipes already can get productivity bonuses from a modifier technology, so I wanted to ask about the ability to give a recipe an innate productivity bonus? essentially letting you arbitrarily set the bonus to any value in data stage, rather than faking it with hidden, always unlocked technologies or something similar 

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Re: Allow recipes to start with a productivity bonus
+1
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I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
- Stargateur
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Re: Allow recipes to start with a productivity bonus
I don't see why you can't do an hidden tech always unlock. I don't see why dev should add this feature when we can already do it properly. Hidden tech exist for that.
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Re: Allow recipes to start with a productivity bonus
you could say the same for fluid/heat powered buildings, trigger technologies, any modifier that affects an entity (lab speed/productivity, mining speed, etc etc etc), the entire mod-data prototype, and many more examples i cant think of currently - because we could always do it by other means!Stargateur wrote: Fri Aug 22, 2025 6:11 am I don't see why you can't do an hidden tech always unlock. I don't see why dev should add this feature when we can already do it properly. Hidden tech exist for that.

why should we do a workaround for something that could exist in the API?
also doing that makes the bonuses appear at the start of the game, which isnt a major issue but its still annoying for the dev and players, especially if its a first-time player.
coder? i hardly know her!
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Re: Allow recipes to start with a productivity bonus
No I couldn't, using control.lua is not great and should only because there is no other way. Hidden tech is in prototype stage and therefore mostly clean. Doing tons of lua code in control.lua to simulate electric interface is not very clean, anything in control.lua that is not using event is not very clean cause it's cost lot of UPS. There is a difference between "you can manage something that work using control.lua" and "you can do it in data stage and it's builtin"MrSmoothieHuman wrote: Fri Aug 22, 2025 8:48 am you could say the same for fluid/heat powered buildings, trigger technologies, any modifier that affects an entity (lab speed/productivity, mining speed, etc etc etc), the entire mod-data prototype, and many more examples i cant think of currently - because we could always do it by other means!![]()
why should we do a workaround for something that could exist in the API?
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Re: Allow recipes to start with a productivity bonus
well you could fake any quality bonus using data stage, just add 5 different prototypes of every entity that you unlock via a "quality research"! thats doable via data stage and is 'built-in'Stargateur wrote: Fri Aug 22, 2025 10:16 am No I couldn't, using control.lua is not great and should only because there is no other way. Hidden tech is in prototype stage and therefore mostly clean. Doing tons of lua code in control.lua to simulate electric interface is not very clean, anything in control.lua that is not using event is not very clean cause it's cost lot of UPS. There is a difference between "you can manage something that work using control.lua" and "you can do it in data stage and it's builtin"

also what do you mean by "using control.lua is not great"? almost every overhaul out there uses runtime scripting for something, with minimal to 0 UPS loss? I have code (not made by me, of course) that handles several thousand buildings with no major cost to performance

either way, i can see this easily turning into a cyclical arguement and im not planning to continue it much further. you can like this idea or not, but its up to the devs wether to add it or not
coder? i hardly know her!