[MOD 0.14] Flux's Expensive Technology

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Flux Faraday
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[MOD 0.14] Flux's Expensive Technology

Post by Flux Faraday »

Mod-Info-Header
  • Name: Flux's Expensive Technology
  • Version: 0.0.4
  • Factorio-Version: 0.14
  • Description: Slows down the headlong technology rush.
  • License: MIT
  • Release: 2016-08-26
  • Download-Url: Download
  • Website: https://forums.factorio.com/forum/vie ... 94&t=14816
  • Dependencies: None.
  • Category: Gameplay, Game balance
  • Tags:
This mod analyzes the tech tree and multiplies the cost of each technology by its depth in the tree. This causes technology to be a much larger resource sink. In turn, that causes more exploration, production, and a lot more need for alien artifacts. Recommend normal resources for this one. My most recent play-through with this mod was around 80 hours. The Rocket Silo research at the end takes 12000 of each science pack. Should work with other mods; I did test with Bob's mod back in 0.11.

Build big and have fun. -Flux
Checked against vanilla Factorio 0.14 on Aug 26 2016
0.0.3: modified to detect and skip cycles in the tech tree.
0.0.4: Bump factorio version number. Adopt MIT license.
Last edited by Flux Faraday on Sat Aug 27, 2016 5:20 am, edited 5 times in total.

hoho
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Re: [0.12.2] Expensive Technology

Post by hoho »

Ooh, this looks interesting. I assume it'll work just fine with science overhaul mod?
https://forums.factorio.com/forum/vie ... 91&t=14294

Flux Faraday
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Re: [0.12.2] Expensive Technology

Post by Flux Faraday »

It looks to me like it should work just fine. Please let me know if it doesn't. I've not played with Science Overhaul myself, but I'd guess an easy way to find out is to start a new game and just inspect the 'T' technology menu to see if the costs are what you'd like. Science Overhaul is already making them more expensive, so the combined result might be a bit... extreme :)

UberWaffe
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Re: [0.12.2] Expensive Technology

Post by UberWaffe »

Flux Faraday wrote:Science Overhaul is already making them more expensive, so the combined result might be a bit... extreme :)
The Science Overhaul Mod has a config file for "No adjustment" included. So you could use that, and then this would scale normally.
That way you can still use the new intermediate products and science packs, but use the cost adjustment from this. (At least, I assume that would be the aim. ;) )

hoho
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Re: [0.12.2] Expensive Technology

Post by hoho »

I'm playing with a ton of mods, including bobs, dytech and RSO. I didn't turn off cost tweaks from science overhaul and saw some end-tier stuff consuming nearly 300k science packs :D
I started a new game with endless resources mod to see if it's even doable. I guess I'll be needing several dozens of research facilities to research those insane things. I'm almost starting blue science in the map, it took me 12h to get that far :D

I was about to say there is an issue with extremely deep research but looking closer it seems like it's a problem with dytech adding 8 tiers of robot cargo size and extended robot tech adding 9 but the latter doesn't have anywhere near as high costs for research as dytech resulting in tier 9 being alomst 10x cheaper than tier 8

Anyway, here is an example of one of the most expensive researches I've seen so far:
Attachments
crazy_science1.png
crazy_science1.png (83.75 KiB) Viewed 30742 times

Flux Faraday
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Re: [0.12.2] Expensive Technology

Post by Flux Faraday »

[...60x290250...] lol, well, if my arithmetic is correct, you'll need 4837 research buildings to do that in a game hour. Probably less, since you will have done some science-speed-up research.

Do Bob's and DyTech work together for you? Last time I tried that I also had FMOD in the mix and it looked like between the three of them there were naming collisions that caused some parts (or techs) to be unreachable/unmanufacturable.

Flux Faraday
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Re: [0.12.2] Expensive Technology

Post by Flux Faraday »

I just noticed that there is this entry https://forums.factorio.com/forum/vie ... 91&t=14572 by ArgTang over in a different subforum. It looks like he has tried to tune the research tiers by hand, which could give a better progression feel than my blind depth-based tweak. Probably worth a look if you like this kind of thing :)

hoho
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Re: [0.12.2] Expensive Technology

Post by hoho »

Flux Faraday wrote:Do Bob's and DyTech work together for you?
More or less. I haven't seen any conflicts between the two but there still are some duplicated researches (boilers, logistic bots/stations). Also dytech adds many metal smelting things use just a regular furnace whereas bob requires more complex systems. I'd prefer to use bobs stuff but I absolutely *love* the idea behind liquid metals in dytech so I'll just ignore the too-simple dytech stuff and use bob things instead :)

Flux Faraday
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Re: [0.12.2] Expensive Technology

Post by Flux Faraday »

Yes, I like the lava processing too. I know what you mean about the metallurgy too: when I played Bob's all by itself, there was a complex way of smelting lead, or just throw it in a furnace. I liked the complex way.

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Re: [MOD 0.12.2] Expensive Technology

Post by Airat9000 »

:( :(
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2016-01-27_10-21-37.jpg
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Flux Faraday
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Re: [MOD 0.12.2] Expensive Technology

Post by Flux Faraday »

Airat9000 wrote:Stack Overflow
Which mods are you using? It doesn't do that on vanilla 0.12.22. The techs are updated by recursive descent, so a very deep tech tree (or a cyclic one) might cause this.

Airat9000
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Re: [MOD 0.12.2] Expensive Technology

Post by Airat9000 »

Flux Faraday wrote:
Airat9000 wrote:Stack Overflow
Which mods are you using? It doesn't do that on vanilla 0.12.22. The techs are updated by recursive descent, so a very deep tech tree (or a cyclic one) might cause this.
I can throw you a list of mods.
can check if not difficult

https://yadi.sk/d/mKdME1c5nrnMG

Flux Faraday
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Re: [MOD 0.12.2] Expensive Technology

Post by Flux Faraday »

Airat9000 wrote:I can throw you a list of mods.
Wow! That is quite the list of mods. Anyway, yes, there is a cycle in the tech tree. A technology called "adv-com-drones" has itself as a prerequisute either directly or through some chain of techs.

Here is an updated version of my mod which gets past this successfully.
Attachments
FluxExpensiveTech_0.0.3.zip
Detects and skips cycles in the tech tree
(2.57 KiB) Downloaded 596 times

Toch
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Re: [MOD 0.12.22] Expensive Technology

Post by Toch »

I love this mod, is there plan to transfer it for 0.13 release ?

Flux Faraday
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Re: [MOD 0.12.22] Expensive Technology

Post by Flux Faraday »

Transfer? What do you mean? Does it not work in 13? Or is there something else?

hoho
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Re: [MOD 0.12.22] Expensive Technology

Post by hoho »

Technically, it works. It just needs to have

Code: Select all

  "factorio_version": "0.13"
added to info.json to make it load in 0.13.

Getting it to mod portal would also be rather convenient :)

Flux Faraday
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Re: [MOD 0.12.22] Expensive Technology

Post by Flux Faraday »

hoho wrote:...

Code: Select all

  "factorio_version": "0.13"
added to info.json ...
Thank you! I'll do that sometime soon. (next couple days I hope)

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Re: [MOD 0.12.22] Expensive Technology

Post by Toch »

Oh yeah that did the trick ! thank you.

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Re: [MOD 0.12.22] Expensive Technology

Post by HoDrambo »

Is there going to be an update for 0.13?

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Re: [MOD 0.12.22] Expensive Technology

Post by Airat9000 »

HoDrambo wrote:Is there going to be an update for 0.13?
alternate mods in avaialable me. skalar mod

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