Source-checkedWeapons, items & crafting

Production Mastery

by codytnewman · for Factorio

Recipes gain productivity bonuses the more you produce them, scaling exponentially. Additive: stacks with vanilla research and other productivity mods instead of overwriting them.

338Downloads
12d agoLast updated
MITLicense
Factorio Mod PortalSource

About Production Mastery

From Factorio Mod Portal

Recipes gain productivity bonuses the more you produce them, scaling exponentially. Additive: stacks with vanilla research and other productivity mods instead of overwriting them.

Production Mastery

Recipes gain productivity bonuses based on how many you've produced. The more iron plates you've ever made, the more you get per craft going forward.

Why this exists

I previously had a different mod that did something similar. When updating some of the other mods I had, that mod broke and I lost the bonuses. At that point I had some perfectly timed factory sections that relied on the productivity bonus that had accumulated, so I needed to replace it. I really like the result, this mod functions completely different and was made from scratch with a different formula that feels to me like it's more balanced. I thought some others might want it, so I decided to publish it.

How it works

Each recipe's bonus comes from your lifetime production of that item:

> bonus = cap × (1 − e^(−count / scale))

Default settings (cap = 2.0, scale = 50000) produce these milestones:

| Items produced | Bonus | |---:|---:| | 500 | +2% | | 2,500 | +10% | | 35,000 | +100% | | 100,000 | +173% |

The curve is asymptotic. It approaches the cap without ever reaching it, so there's always a reason to keep producing more. Well, until Factorio rounds up, that is...

Additive by design

This mod tracks its own contribution per recipe and adds it on top of whatever else is contributing. Vanilla productivity research, infinite tech, productivity modules, and other productivity mods all keep working alongside it. The engine's 300% total ceiling is respected on this mod's side.

If your modset includes crafting buildings that don't accept productivity (assemblers, furnaces, mining drills from other mods that forgot to include "productivity" in allowed_effects), turn on the optional patch toggle in startup settings. But please note that it doesn't force the productivity to be enabled if specifically disabled.

Settings

  • Progression speed (scale): items needed to reach roughly 63% of cap. Default 50000. Higher values stretch progression out; lower values speed it up. This is not a "get this many items to reach the cap", it's just a way to control the actual scale of the growth.
  • Maximum bonus from production (cap): the most this mod contributes to any single recipe. Default 2.0 (+200%). Range 0.0 to 3.0. Values above 1.0 enable crafting loops that produce more material than they consume; values above 2.0 approach the recycling-exploit boundary.
  • Patch modded buildings: off by default. When enabled, adds productivity to the allowed effects of every assembling machine, furnace, rocket silo, and mining drill from any mod that doesn't already permit it. This likely won't break anything, it worked with the mods I used, but I can't guarantee all things will be the same if you toggle it on, especially precise calculations on some production chains.

Known limitations

  • Hand-crafted items are not counted. Factorio's production statistics only track machine output. Items you craft by hand do not contribute to the lifetime count.
  • Bonuses below 1% are invisible. The engine quantizes productivity_bonus to whole percent steps; values below 0.01 store as exactly 0. This mod rounds up so every non-zero contribution shows. It should not take too long before you actually get some production bonuses, but having high bonuses will take a while.
  • Recycling recipes are excluded. Bonuses on recycling categories would enable infinite resources.

Highlights

From source data

Footprint

Rated a light load on a server.

License

Published under MIT.

Last update

Its author last shipped an update 12d ago.

Production Mastery on Nxeon

From our catalogue
One-click install
Supported on Nxeon Factorio servers. We download it from Factorio Mod Portal, place it, and restart the server.
Server side
Required on the server
Server load
light
Smallest plan we suggest
Factorio — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
1.4.0, released 2026-10-23

Recent builds

BuildReleasedGame versionsLoaders
1.4.02026-10-232.1n/a
1.3.12026-07-022.0n/a
1.3.02026-06-062.0n/a
1.2.02026-05-142.0n/a

Run Production Mastery on a Factorio server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Factorio Mod Portal as “Mods”

Weapons, items & crafting

New weapons, gear, items and the recipes to make them.

Runs on your server

From source side support

Factorio Mod Portal lists Production Mastery as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Compatibility

Game
Factorio
Runs on
Serverrequired on the server

Verified at the source

  • ✓Factorio Mod PortalOfficial listing, checked 2026-10-24Open ↗
  • ✓Authorcodytnewman, as published on Factorio Mod Portal
  • ✓LicenseMITFree

Production Mastery, answered

Generated from the mod’s own source data.

Do my players need to install Production Mastery?

Factorio Mod Portal lists Production Mastery as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Is it free?

Yes. Production Mastery is free to download from Factorio Mod Portal. Its license is MIT.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run Production Mastery on a Factorio server.

Deploy in about a minute from $2.99 a month, then add Production Mastery in one click.