Need help changing the rocket capacity of non productivity allowing items

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VincedPie
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Need help changing the rocket capacity of non productivity allowing items

Post by VincedPie »

Hello :)
I'm new to modding and so far I've only really created a few Franken-mods with bits and bobs from other mods.

I started meddling with rocket capacity because i wanted to send more belts into space and even though i had acorn's rocket capacity installed it wouldn't let me send more than one stack of red belts into space. So I took the mod and added customizable rocket capacity for all the belts to it. I've also since included compatibility for the Land Fill and Cliff Explosives per Planet mod to my mod, because I thought it was annoying, that it wouldn't let me send up a full stack of nauvis cliff explosives (originally a deliberate choice by the mod author so you wouldn't be able to export CEs from nauvis or Fulgora, but since we're already p**ping on vanilla rocket capacity i felt like their argument of balance ended up being irrelevant).

That worked all fine and dandy,
but now I wanna find a more generalized approach to the rocket capacity problem, specifically for items who's recipes do NOT allow productivity. Coincidentally the yellow and red belts are two of those. But there's a bunch of other, like rails and such. In fact I think there are more recipes that don't allow productivity than those that do because in the recipe.lua of the base prototypes I could only find 43 incidences of allow_productivity = true. The default is of course allow_productivity = false as per factorio API documentation.

Here is where my problem starts:
I need to find a way to check which recipes don't allow for productivity AND don't already have a definitive weight assigned to them in code because I want to be able to make it so that the rocket capacity of those still scales with my changed rocket_lift_weight. I.e. if I increase the rocket_lift_weight x10 I also want to be able to send 10x as many stacks up.

However, as you can read here
Following this, if a recipe doesn't support productivity, its simple result is determined as rocket_lift_weight / stack_size (see rocket_lift_weight and stack_size). If this simple result is larger than or equal to the intermediate result, it becomes the item's weight.
which means that as of now the weight of all the non productivity items scales with the rocket_lift_weight and thus I am unable to send up more than one stack regardless of increased rocket capacity.

tl;dr: is there a way to check if allow_productivity = false and for missing weight property in recipe.lua and then manipulating the weight of the items in a way that scales according to the changed rocket_lift_weight?

Here is a link to my mod, if you wanna take a look at what I've puzzled together so far: Rocket Payload Capacity

And here is a picture perfectly summarizing my modding experience so far:
Image
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