Plant Harvesting Productivity Modifier

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Loup&Snoop
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Plant Harvesting Productivity Modifier

Post by Loup&Snoop »

The Problem
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.

Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single mining drill that makes 1000 ore/sec. This limitation extends to resources from modded Agriculture Towers as well (eg Maraxian fish).

The current solution is for Ag towers to have a high baseline resource production which can be way more than you need early, and then super fall off later.
The Proposal
A new Modifier for TechnologyPrototype.effects for “HarvestingProductivityModifier” that makes an AgricultureTower produce more from a given plant.

Code: Select all

data:extend({
{
type = “technology”,
name = “my-plant-prod”,
effects = {
   {
      type = “harvest-productivity-bonus”,
      modifier = 0.1,
      plant = “my-plant-prototype1”,
   },
},
max_level = 5,
…
This would likely need Ag towers to have productivity implemented as well.

Alternative: Similar modifier to reduce the growth time of plants, but then the Ag tower crane needs to scale as well. This would be cooler because it is satisfying to watch machines work faster. This option doesn’t mess with seed stoichiometry.
The Benefits
In a world with lvl 420 mining productivity, this tech modifier allows modders to make farmable resources that can scale competitively with traditionally mined resources.

Wube may not want this for Space Age, but it would be nice for mods with unique farmable resources.
Last edited by Loup&Snoop on Wed Sep 03, 2025 12:19 am, edited 3 times in total.
mmmPI
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Re: Plant Harvesting Productivity Modifier

Post by mmmPI »

This has also been discussed in suggestion not in "mod suggestion" or interface, and from there i went to think that faster growth time would be preferable over productivity, in that it wouldn't create too many extra seeds, it would keep the same ratio of "fruits allowed to spoil before it's too much and it's not sustainable anymore one will run out seed" in % and as such would mimick the most closely the scaling on ressource productivity from mining drills. ( imo)

An alternative that may be useful too if that isn't implemented could be a research that increases the productivity of the yield for "processing" the fruits. ( same amount of yumako , more mash in return) .If it is possible to somehow not have the productivity applies on the seed i think it would be roughly similar in consequences.

Overall i share the observation of the "problem" that ag tower don't have much for them in terms of progression compared to mining productivity or quality that exist for drills, and while i may understand the reasons in vanilla, i see no reason to prevent modders to try this, it seem a quite popular demand, maybe it's technical reason i can't see though x)

+1
Check out my latest mod ! It's noisy !
protocol_1903
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Re: Plant Harvesting Productivity Modifier

Post by protocol_1903 »

+1
If you need to reach me, message me on discord.

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.
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