I'd like this specifically because of an interaction I've found in my own overhaul, where a module category is used to make a building work properly but can also be used in other, 'normal' machines. The prime example is with 'heating coils', which are required to have any electric furnaces work at a proper speed but should also be usable in other furnaces that dont have this requirement. (an electric furnace filled with productivity coils, which requires coils which is next to a blast furnace filled with productivity coils. The blast furnace does not require coils, but uses them as its module category.)
In this situation, the blast furnace can only get +25% productivity despite being a more advanced machine and have recipes specific to its recipe categories, that can only ever reach 25% prod. The first assumption is to just double the module slots, but this creates the problem of inflating every other stat (like speed, pollution, consumption, etc) because the modules are designed around that idea.
If this were to be added, I can think of two primary ways to show this off to the player visually: (you could also have a seperate tooltip for multipliers, but i can see that making tooltips too visually noisy
Code: Select all
module_effect_multiplier =
{
speed = 1
consumption = 1,
pollution = 2,
productivity = 2.5,
quality = 1.5,
},

