Name: Expensive Research
released: 06.08.15
last update: 08.08.15
Tested in: 0.12.x
contact: pm me, or post in this thread.
Author: ArgTang
This mod makes all research more expensive and take longer time.
I build my factory slower than i can research stuff, so i made this to try to balance this some. Now i have time to build my factory, when new buildings get available, rather to have a backlog of builds.
Although its adjusted to my playstyle, feel free to suggest changes.
Tier two research gets the biggest %increase, as this is where most buildings are unlocked. I have taken some measure to avoid lategame be only about waiting, See comments in data-updates.lua for more info.
[update]
0.1.1 should also change tiers that are higher than 4. (i.e. mods)
[MOD 0.12.0] Expensive Research
[MOD 0.12.0] Expensive Research
- Attachments
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- Expensive research_0.1.1.zip
- (1.28 KiB) Downloaded 479 times
Last edited by ssilk on Tue Mar 08, 2016 1:55 pm, edited 3 times in total.
Reason: Fixed thread title, this needs to be like so.
Reason: Fixed thread title, this needs to be like so.
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- Burner Inserter
- Posts: 18
- Joined: Mon May 12, 2014 7:11 am
- Contact:
Re: [0.12] Expensive Research
Can you break down the changes a bit more? I am interested, but there are some mods that I have installed that may not be affected by this.
I like this idea, but would like to see more of what it effects, and how.
I like this idea, but would like to see more of what it effects, and how.
Re: [0.12] Expensive Research
I havent tried with any mods, but it should apply to all techs, unless mods tech gets registerered elsewhere.
sure, this is what i do:
1. check how many types of ingredients required -> this is the tier
2. sets the adjust factor to: 1.1 + (tier/10)*1.7
3. tier 2 gets a flat 15% pentaly on top of this
4. modify count value of tech (number of times it needs to run)
5. modify time for each run. tier 3 and 4+ gets a bonus here (adjust factor-20%/40%) to counter the waiting in endgame
6. double the required sciencepack number for all tiers except tier 1, to keep early game from being too tedious
sure, this is what i do:
1. check how many types of ingredients required -> this is the tier
2. sets the adjust factor to: 1.1 + (tier/10)*1.7
3. tier 2 gets a flat 15% pentaly on top of this
4. modify count value of tech (number of times it needs to run)
5. modify time for each run. tier 3 and 4+ gets a bonus here (adjust factor-20%/40%) to counter the waiting in endgame
6. double the required sciencepack number for all tiers except tier 1, to keep early game from being too tedious
Re: [0.12] Expensive Research
There are already similar mod Scalar
still would have this mod with another mod to do Infinite research
still would have this mod with another mod to do Infinite research
- Attachments
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- mods.rar
- (10.87 KiB) Downloaded 997 times