What?
Make .productivity part of the assembline-machine prototype.Whaat?
Currently assembling machine prototypes can only specify three of the four "effect" types energy_consumption, crafting_speed and pollution while productivity can only be changed by modules. I'd like to be able to specify a base value different than 1.0 for custom assembling-machine prototypes.Why
I would like to make low/high grade machines that consume more/less resources than usual. But as i can not control the modules in a machine and i do not want to generate several hundred new recipes to "fake" the effect having built-in productivity in assembling machines seems like the best way. As a bonus it would be nice if i could retain the ability to forbid additional productivity-effect from modules while still retaining the prototype-based productivity change.If this is not feasible a "hidden" module slot that is not exposed to the player's GUI or alt-view would work too i guess. I'd still have to spawn in a custom module but that still sounds better to me than generating large amounts of new recipes for old things (which would also clutter the crafting gui).
I wouldn't mind if this functionality was only available on a custom subtype of assembling machines (i.e. an "automatic-assembling-interface" akin to the EEI) that allows more modding capabilities at the cost of increased processing time, as i expect (hope :P) that the player will only need a few of these machines.