Currently both consumption and speed are capped at a minimum of 20%.
Raising the consumption limit to for example 100% would allow modders to mitigate the potentially massive energy consumption reduction from efficiency modules while not banning them outright.
Lowering the speed can be used to force players to counteract the penalties of productivity modules and, if it's possible to set the limit to 0, it will be possible to effectively disable machines without scripting - for example pyanodon's alien life farms are currently disabled by script, but with this change they won't have to be.
Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
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- Burner Inserter
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Re: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
And don't forget about pollution, which is also capped at 20%.
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- Burner Inserter
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Adjustable cap for efficiency module power use reduction
This was requested previously: viewtopic.php?p=675047 [Moderator note: Merged threads]
Currently, the effects of efficiency modules cannot reduce the power usage of a building below 20% of base. I'd like this limit to be adjustable, either globally or per prototype.
Currently, the effects of efficiency modules cannot reduce the power usage of a building below 20% of base. I'd like this limit to be adjustable, either globally or per prototype.
- protocol_1903
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Re: Adjustable cap for efficiency module power use reduction
+1, perhaps also a custom maximum level as well (like +400%)
If you need to reach me, message me on discord.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
Re: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
+1 Both a minimum and maximum per-machine level for each machine. Something like:
Where if min_percent/max_percent are nil, they default to w/e the effect's default limits are.
If a limit is nil, it uses its default limits. min_percent cannot be less than 0 or greater than 100; max_percent could not be less than 100.
Ideally, you could also assign per-recipe limits? And a machine set to use a given recipe would use the most restrictive min/max for each effect. So one machine could have more restrictive innate limits on what can be accomplished in it, so if you want to get the maximum, say, productivity for a recipe, you might need to use a different machine.
Code: Select all
consumption_limits = {min_percent=20, max_percent=nil}
quality_limits = {min_percent=0, max_percent=20}
If a limit is nil, it uses its default limits. min_percent cannot be less than 0 or greater than 100; max_percent could not be less than 100.
Ideally, you could also assign per-recipe limits? And a machine set to use a given recipe would use the most restrictive min/max for each effect. So one machine could have more restrictive innate limits on what can be accomplished in it, so if you want to get the maximum, say, productivity for a recipe, you might need to use a different machine.