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disable productivity modules for a single recipe
Posted: Sat May 05, 2018 2:29 pm
by Sigma1
I have a mod which allows you to put barrels of uranium hexafluoride into centrifuges to get U-235 and U-238. The issue is, that you get extra barrels when you use productivity modules. I don't want this to happen, so the obvious solution would be to disable productivity for that recipe, which I do not know how to do.
Re: disable productivity modules for a single recipe
Posted: Sat May 05, 2018 6:15 pm
by Klonan
Sigma1 wrote:I have a mod which allows you to put barrels of uranium hexafluoride into centrifuges to get U-235 and U-238. The issue is, that you get extra barrels when you use productivity modules. I don't want this to happen, so the obvious solution would be to disable productivity for that recipe, which I do not know how to do.
You have to add it specifically to the productivity module definition for it to work with productivity, so as long as you don't do that, you should be fine
Re: disable productivity modules for a single recipe
Posted: Tue May 08, 2018 8:43 am
by bobingabout
Klonan wrote:Sigma1 wrote:I have a mod which allows you to put barrels of uranium hexafluoride into centrifuges to get U-235 and U-238. The issue is, that you get extra barrels when you use productivity modules. I don't want this to happen, so the obvious solution would be to disable productivity for that recipe, which I do not know how to do.
You have to add it specifically to the productivity module definition for it to work with productivity, so as long as you don't do that, you should be fine
which works fine until you have a mod that adds a new productivity module and doesn't include a filter.
Re: disable productivity modules for a single recipe
Posted: Thu May 31, 2018 3:31 pm
by Ranakastrasz
bobingabout wrote:
which works fine until you have a mod that adds a new productivity module and doesn't include a filter.
At which point you have to make it a something final fixes something, and loop through all modules that give productivity, add the filter it if doesn't exist yet, and add itself to the blacklist.
Or however it works.
Re: disable productivity modules for a single recipe
Posted: Fri Jun 01, 2018 8:39 am
by bobingabout
it can be done in data updates... in theory, ALL recipes and items SHOULD exist by the end of the data phase, but the ingredients and results of a recipe can still change. That's why mod optional dependencies still exist, so you can choose load order for stuff that's really important on deciding if a recipe should be added or not.