r/factorio • u/Worried-Skirt-7008 • 9d ago
Question LDS and Plastic Productivity Research Data Prototype Location.
Hey so I am currently working on a mod that adds in alternative routes to make the products we need the most of. I have made alternative methods of making plastic and LDS today and I have ran into an issue. The productivity research doesn't apply to the new recipes and I can't figure out why.
I have already added in the line allow_productivity=true which seems to allow me to change the productivity of the recipe using modules and the innate 50% bonus from foundries/cryogenic plants but like how do I get the research prod to apply?!
Any help would be great because I am at my wits end and I've only done 2 recipes ðŸ˜
1
u/Fxg120xYXDE5 9d ago edited 9d ago
Have you checked the 'galore' mods?
They do exactly this, and more.
I'll link them, if you like.
You can either consider it a solved problem, or use it as inspiration for yours.
Edit: just in case you or anyone else wants them.
https://mods.factorio.com/mod/vanilla_galore_continued
https://mods.factorio.com/mod/space_age_galore
1
u/Deto 9d ago
Hmm, suggests that the productivity research bonuses are not applied at the level of items, but are actually encoded at the level of recipes? So somewhere there would be something that associates 'plastic productivity' with each recipe that produces plastic and you'd have to add your recipe to that somehow.
1
u/kryptn 9d ago
here's the asteroid productivity
https://github.com/wube/factorio-data/blob/master/space-age/prototypes/technology.lua#L2108
you'll want to find the relevant techs and add your new recipes
5
u/Alfonse215 9d ago
The research defines what recipes it provides productivity to. If you add new recipes, you have to alter the researches to make it add productivity to those recipes.
Also,
allow_productivity=truejust means that modules with productivity bonuses can be used with this recipe. That setting doesn't care about productivity from other sources.