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[SOLVED] How to achieve base_productivity in 2.0?

Posted: Mon Dec 09, 2024 8:25 pm
by Fishbus
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!

Re: How to achieve base_productivity in 2.0?

Posted: Mon Dec 09, 2024 9:21 pm
by Silari
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?

Posted: Tue Dec 10, 2024 2:14 pm
by Fishbus
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!