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,
…
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.