Expanded Productivity Research
Adds Productivity technologies for all intermediate recipes, grouped by output item, with a progression similar to mining productivity. Optionally adjusts existing techs' progression. Optionally adds productivity techs for non-intermediate recipes as well.
Description
Expanded Productivity Research
This mod adds technologies for increasing the productivity of all intermediate recipes, similar to other mods like Productivity Research For Everyone. Where it differs, however, is that it groups recipes that produce the same item into one technology. For example, you will get one technology for increasing the productivity of all solid fuel recipes instead of four separate ones. This is especially useful in combination with mods like Vanilla Galore or Space Age Galore.
Additionally, research is staggered. Similar to how mining productivity, you can unlock the first level of productivity as soon as one recipe is unlocked and it only requires automation and logistic science packs. The next level adds chemical science packs, then purple science packs and so on until the final level which is infinite and repeatable. Pre-existing productivity technologies are adjusted to follow the same logic (can be deactivated).
Lastly, the progression is completely configurable and is, by default, different for science pack recipes.
Version 1.1
With version 1.1 I added functionality to allow more productivity techs than just for intermediate recipes and the ability to overwrite my internal blacklist of recipes/items. This can be configured in the settings. For example, techs could be generated for intermediates and ammunition recipes and module recipes. Or you allow everything and then manually specifiy a long list of exceptions. Also, the mod groups some non-intermediate recipes into one tech, e.g. all types or magazines and shotgun, or all modules of one type. Feedback is appreciated.
Version 1.2
With version 1.2 I added functionality to allow multiple levels per "tier" of science. Meaning that there could now be several levels with only automation and logistic science packs being required (but with increasing cost), which are followed by several levels with automation, logistic and chemical science, and so on. This can be adjusted with the setting "Levels per tier" which defaults to 1. Costs should be dynamically generated to give a "nice-ish" increase in cost until the first "infinite" level is reached which has the costs as defined in the settings.
Version 1.3
With version 1.3 I made it possible to combine EPR with mods that add productivity to all recipes without it clogging up the tech tree. The mod now stores all recipes before they get changed and therefore knows what was an intermediate before. For best effect, it needs to run directly before the mod that changes productivity, which means the other mod would have to add this mod as a dependency. Nevertheless, some gaps for modded recipes might occur and would require manual fixing with the white- and blacklist.
The second new feature is the ability to customize the scaling of costs for the "finite" levels. Before, the mod tried to give a smooth progression from 0 to whatever the first "infinite" level costs. Now, you can select whether costs should rise linearly or exponentially (i.e., start lower, but increase more later on) or even put in a custom scaling. Between each tier, levels are linearly interpolated with some rounding to make smoother numbers.
The third (minor) feature is that the mod now ignores outputs which are not affected by productivity (like filling and emptying barrels). Those technologies wouldn't have had an effect in the first place.
Lastly, you can now change how much of a productivity increase each technology level gives.
Mod compatibility
The generation of technologies is dynamic and should be flexible enough to be compatible with most mods right out of the gate. However, other mods might need to be flagged as optional dependencies if they add/change recipes in the final phase of initialization.
Where the mod will struggle is for recipes with multiple "main" products or where the "main" product is not the first result. Additionally, mods that remove science packs will most likely break the progression.
New science packs or lab types will be ignored by default.
Fully compatible mods
- Age of Production
- Vanilla Galore Continued
- Space Age Galore
- Various 5dim mods
- Space Age without Space
- Cerys
Partial compatibility (i.e., works, but does not make full use of all features) or to be checked
- Secretas & Frozeta
- Moshine
- Muluna, Moon of Nauvis
- Krastorio 2 - the progression of EPR clashes with K2's philosophy of early tech cards getting phased out later. It will work, but lead to research where you still need low-level tech cards for infinite research.
- Krastorio 2 Spaced Out - as K2, but additionally, it will crash with "Adjust existing productivity techs" active.
Incompatible
- none known
How it works
The mod scans all existing recipes that allow productivity and picks the first item as the main product. For each distinct main product, a series of technologies is created which increases the productivity of all recipes with that "main" product.
The first level of the technology requires the "lowest" technology that unlocks at least one of these recipes and requires the same science packs. The next level adds a new science pack and so on, until the full array of science packs required is com
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