[MOD 0.12.0] Expensive Research

Topics and discussion about specific mods
ArgTang
Burner Inserter
Burner Inserter
Posts: 10
Joined: Tue Jul 28, 2015 10:52 am
Contact:

[MOD 0.12.0] Expensive Research

Post by ArgTang »

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)
Attachments
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.
cengbrecht
Burner Inserter
Burner Inserter
Posts: 18
Joined: Mon May 12, 2014 7:11 am
Contact:

Re: [0.12] Expensive Research

Post by cengbrecht »

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. :)
ArgTang
Burner Inserter
Burner Inserter
Posts: 10
Joined: Tue Jul 28, 2015 10:52 am
Contact:

Re: [0.12] Expensive Research

Post by ArgTang »

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
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.12] Expensive Research

Post by Airat9000 »

There are already similar mod Scalar

still would have this mod with another mod to do Infinite research
Attachments
mods.rar
(10.87 KiB) Downloaded 997 times
Post Reply

Return to “Mods”