Search found 818 matches: research

Searched query: research

by smitty_the_smith
Sun May 05, 2024 5:54 pm
Forum: Gameplay Help
Topic: I can not research Radar
Replies: 2
Views: 390

I can not research Radar

1.1.107(build 62234, linux64) Ubuntu 6.8.0-31-generic kernel When I start a game of freeplay I can not research radar. I search for "radar" in the research text box under "List of Technologies". All I get as a result from the search is "Fluid handling". ...
by SANTIMEL
Sun May 05, 2024 7:37 am
Forum: Ideas and Suggestions
Topic: New Research - Drone Charging Speed
Replies: 22
Views: 1497

New Research - Drone Charging Speed

... not only do drones become slow. So you also have to approach each of them. And wait, for each of them to charge up. Decision Add a new type of research. Which increases the charging speed of the drones. Up to an instantaneous one.
by cliff_build
Mon Apr 22, 2024 3:36 am
Forum: Already exists
Topic: Add interface for research_progress for not-currently-researching technologies
Replies: 2
Views: 386

Add interface for research_progress for not-currently-researching technologies

Specifically, if someone starts researching a technology, and then switches to a different one, I believe that it is no longer possible to tell how much progress has been made on the first technology via the Lua APIs. (because `LuaForce.research_progress` ...
by Doctor_Willis
Sun Apr 21, 2024 8:19 am
Forum: Modding help
Topic: Using on_research_finished to spawn a cargo wagon on a train
Replies: 6
Views: 517

Using on_research_finished to spawn a cargo wagon on a train

Hi all, I'm at a bit of a loss with this one. Is it possible to spawn a wagon and attach it to locomotive in response to research finishing? The locomotive already exists in the scenario, and may already have wagons attached to it, and I would like to use research to add an extra wagon. ...
by Hexicube
Tue Mar 26, 2024 5:03 pm
Forum: Fixed for 2.0
Topic: [1.1.104] Daisy-chained research labs can jam with modded tech costs
Replies: 1
Views: 347

[1.1.104] Daisy-chained research labs can jam with modded tech costs

Currently using the following mod to inflate tech costs progressively: https://mods.factorio.com/mod/Hexi_Scaling_Science_Cost For visibility, I chose to actually modify the pack count and consumption time and not total number required, so that you can see what the multiplier is directly. This initi...
by giantmechahamham
Wed Mar 20, 2024 7:13 am
Forum: Technical Help
Topic: [1.1.104]Crash after cancelling technology research.
Replies: 4
Views: 407

[1.1.104]Crash after cancelling technology research.

... fingers. I'd just finished setting up some blue circuit production and rerouting some copper supply belts to better accommodate it when I noticed research on Logistics Network wasn't progressing. I didn't have Yellow science set up, obviously, since it requires blue circuits. I cancelled it, selected ...
by Fisherman
Sun Mar 10, 2024 8:20 pm
Forum: Ideas and Suggestions
Topic: Make Steam Turbine a separate research.
Replies: 6
Views: 703

Make Steam Turbine a separate research.

TL;DR Detach Steam Turbine from nuclear production into separate research that is a prerequisite. What? What I suggest is to allow players to build steam turbines earlier in the game by making them a separate research option with lesser requirements than ...
by PennyJim
Sat Mar 09, 2024 9:33 pm
Forum: Documentation Improvement Requests
Topic: on_research_started has a poor description
Replies: 1
Views: 231

on_research_started has a poor description

I have a problem with these events and their description: on_research_canceled Called when research is cancelled. on_research_started Called when a technology research starts. I would prefer if these specified that they apply to research in the queue as ...
by JustGoFly
Sun Mar 03, 2024 3:03 am
Forum: Questions, reviews and ratings
Topic: Research complete reported to all players, not just force players
Replies: 0
Views: 229

Research complete reported to all players, not just force players

Research is based on Force, but completion is sent to every player. In a team based mod where each team is researching independently - Factorio reports when any team completes research, it's very distracting and competes with ...
by GriffonOak
Fri Jan 19, 2024 11:49 pm
Forum: Ideas and Suggestions
Topic: Simpify early space research by making them trigger technologies
Replies: 0
Views: 238

Simpify early space research by making them trigger technologies

TL;DR Instead of having two recipes (launching a satellite and crafting in space), the early space science research should be changed to trigger techs instead, and the space recipe should be the only one. What ? As a refresher, this is the proposal for how early space science ...
by Gamlin
Mon Jan 15, 2024 1:34 pm
Forum: Ideas and Requests For Mods
Topic: Multiplayer mod with different spawns and seperated research
Replies: 2
Views: 364

Multiplayer mod with different spawns and seperated research

... Im searching for a multiplayer mod, which give different spawns to the player with start ore, in the opposite corner of the map and seperated the research. I want to play with friends, and everybody is playing for his own until the first rocket start. Then we will expend in the middle and build ...
by oyunbagimlisi
Sat Dec 30, 2023 3:30 am
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 1119

Worker robot speed (Is the research tree correct?)

https://wiki.factorio.com/Worker_robot_speed_(research) According to the wiki and the game, unless I missed something: A utility science package is required at research level 3 and 4. In contrast, (the interesting part is) Production science package ...
by Turboloser
Wed Dec 13, 2023 5:05 pm
Forum: Duplicates
Topic: [1.1.100] Minor graphical glitch when dismanteling walls while a research is completed
Replies: 1
Views: 291

[1.1.100] Minor graphical glitch when dismanteling walls while a research is completed

TL;DR The "Research completed" notification jitters when you dismantle a wall while the message is shown. How to reproduce 1. Start a research 2. Build some walls 3. Wait until the research has been completed. A notification ...
by Rwn
Fri Dec 08, 2023 4:43 pm
Forum: Outdated/Not implemented
Topic: Diminishing returns on parallel research
Replies: 12
Views: 1703

Diminishing returns on parallel research

TL;DR Soft-capping research speed: The more science labs are working at the same time, the less each lab contributes to research. What ? Currently research can be parallelized with no efficiency loss: build 10 labs, tech will be researched ...
by SorabaneSAI
Fri Nov 24, 2023 3:17 am
Forum: Resolved Problems and Bugs
Topic: [1.1.98] "game.player.force.reset_technology_effects()" completes minning efficiency research
Replies: 2
Views: 1921

[1.1.98] "game.player.force.reset_technology_effects()" completes minning efficiency research

... ① Load the save and enter "/c game.player.force.reset_technology_effects()" twice in the console. ② "掘削効率4の研究が完了しました。"(A research of minning efficiency 4 has been completed.)   message appears and the research of minning efficiency 131 in the upper right corner becomes ...
by Sworn
Tue Nov 14, 2023 12:11 pm
Forum: Duplicates
Topic: [1.1.97] Research tech tooltip shows blurred and behind the technology tree screen when achievement is displayed.
Replies: 1
Views: 365

[1.1.97] Research tech tooltip shows blurred and behind the technology tree screen when achievement is displayed.

Found a very minor and visual only bug. When you have the achievement screen showing up, like trigger the first bitter attack or anything really. If you open the technology tree, and mouse over any tech on the left side, the tooltip of that tech will shows behind the technology tree while also being...
by ManaUser
Thu Nov 09, 2023 5:08 am
Forum: Ideas and Suggestions
Topic: Radar Research
Replies: 1
Views: 416

Radar Research

TL;DR I think it would be cool to have research that increased the effectiveness of radars. What ? A new infinite research branching off of radar technology. Mostly this would increase the scan speed, but perhaps the final non-infinite level ...
by cliff_build
Wed Nov 08, 2023 2:38 am
Forum: Bug Reports
Topic: [1.1.94] Technology research notification does not include force name
Replies: 0
Views: 425

[1.1.94] Technology research notification does not include force name

... there is a spectator force that is friendly to both forces that can watch the game. Members of the spectator force receive technology research notifications from both "north" and "south", but the messages are just "Completed research Automation", and no ...
by Labinopper
Mon Oct 23, 2023 3:00 pm
Forum: General discussion
Topic: 100x Research Increase Review (first 80 hours)
Replies: 3
Views: 1521

100x Research Increase Review (first 80 hours)

Hey guys - I read a post somewhere about this dude who was playing on expensive mode, with a 100x research requirement, so I thought why the hell not, that sounds like fun... Whacked on KS2/SE mods and went for it (Now, I want to say I'm no Factorio expert, I get as far ...
by EnemySlinky
Sat Sep 30, 2023 3:38 pm
Forum: Not a bug
Topic: [1.1.91] on_research_reversed triggers in wrong order when Unresearching multiple researches
Replies: 1
Views: 383

[1.1.91] on_research_reversed triggers in wrong order when Unresearching multiple researches

Load attached minimal mod for reproduction. It merely prints out the name of the research in any on_research_reversed and on_research_finished events and adds a simple research chain. Start a new game and go into editor mode. Force research 'technology-name.out-of-order ...

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