[MOD 0.12.x] Crafting Speed Research

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Klonan
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[MOD 0.12.x] Crafting Speed Research

Post by Klonan »

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Type: Mod
Name: Crafting Speed Research
Description: Adds research to increase the player crafting speed
Version: 0.1.1
Release:2015/09/06
Tested-With-Factorio-Version: 0.12.1
Category: Research
Tags: research, player upgrade, crafting speed
Crafting_Speed_Research_0.1.1.zip
--Updated for 0.12.11
(9.13 KiB) Downloaded 13749 times
Up to tier 10 - 300%

Any bugs let me know, i think its fairly succint, should work well :)
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Crafting_Speed_Research_0.1.0.zip
(9.13 KiB) Downloaded 1422 times
Last edited by Klonan on Sat Oct 24, 2015 4:06 pm, edited 1 time in total.
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CorrettoSambuca
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Re: [MOD 0.12.x] Crafting Speed Research

Post by CorrettoSambuca »

Interesting! It really felt missing. I hope you didn't lower the strting crafting speed, it's slow enough as it is...

Maybe power armor tools that do the same thing?
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Ranakastrasz »

CorrettoSambuca wrote:Interesting! It really felt missing. I hope you didn't lower the strting crafting speed, it's slow enough as it is...

Maybe power armor tools that do the same thing?
Impossible to make it for powered armor, same with manual mining. Unfortunately, those functions are bound to the force, so unless each person was on their own team, causing its own problem, that can't be done. Otherwise It would already be part of my Modular Armor mod.
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Re: [MOD 0.12.x] Crafting Speed Research

Post by orzelek »

Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Ranakastrasz »

orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.

Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
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Re: [MOD 0.12.x] Crafting Speed Research

Post by LuziferSenpai »

This MOD exits already ;) Its called craftfaster ;)
Coding is awesome!
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Factorio is life!

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Re: [MOD 0.12.x] Crafting Speed Research

Post by orzelek »

Ranakastrasz wrote:
orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.

Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
I see you are also using science cost tweaker :D
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Ranakastrasz »

orzelek wrote:
Ranakastrasz wrote:
orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.

Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
I see you are also using science cost tweaker :D
Oops. Not intentionally. I thought I disabled it.
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Re: [MOD 0.12.x] Crafting Speed Research

Post by PocketMedic »

Very interesting indeed! Great idea
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Peter34 »

I like the idea of this mod. It's nice to have more things to research that are truly optional. Nifty little bonuses that you might or might not decide to go for, in any given game, depending on your situational needs.
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Klonan »

Ranakastrasz wrote:
orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.

Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
If you don't like the cost, you don't have to research it!

I have found that for me, late game... i run out of things to research, and the game quickly loses some fun. I keep these upgrades as quite expensive, so that there is more to research, at a higher cost, to keep your factory running longer.
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Klonan »

mod has been updated for 0.12.11
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Ranakastrasz »

Klonan wrote:
Ranakastrasz wrote:
orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.

Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
If you don't like the cost, you don't have to research it!

I have found that for me, late game... i run out of things to research, and the game quickly loses some fun. I keep these upgrades as quite expensive, so that there is more to research, at a higher cost, to keep your factory running longer.
If you looked at the reply to that post, you would both know that I had unintentially reactivated science tweak, which increases science costs globally.

And the point I was originally trying to make, using originally flawed information, was that the tech was more expensive than vanilla techs by a significant amount, which made it not fully fit in with the game.

And yes, if you don't have to research it, since it is a candy-tech, not a core-tech.
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Nukerman9 »

Thank you Klonan, I appreciate this so much, Now i can craft faster instead of waiting 30 min for like 800 items. :lol: :D
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Recon777 »

I've rebalanced this mod to be much more reasonable and useful. Here are the costs and benefits:

Level 1 - 100 Red - 1.25x Speed
Level 2 - 150 Red - 1.5x Speed
Level 3 - 200 Red - 1.75x Speed
Level 4 - 100 Red/Green - 2x Speed
Level 5 - 200 Red/Green - 2.25x Speed
Level 6 - 400 Red/Green - 2.5x Speed
Level 7 - 100 Red/Green/Blue - 3x Speed
Level 8 - 150 Red/Green/Blue - 3.5x Speed
Level 9 - 200 Red/Green/Blue/Alien - 4x Speed
Level 10 - 400 Red/Green/Blue/Alien - 5x Speed

Here's a chart of how many "units" of stuff each level costs. It has a nice, smooth logarithmic curve.

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Re: [MOD 0.12.x] Crafting Speed Research

Post by Airat9000 »

please update 13.0
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Klonan »

Airat9000 wrote:please update 13.0
Already updated:

https://mods.factorio.com/mods/Klonan/C ... d_Research
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Airat9000 »

Klonan wrote:
Airat9000 wrote:please update 13.0
Already updated:

https://mods.factorio.com/mods/Klonan/C ... d_Research
forum link?
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Nerevar »

Thank you so much for the fast update. This is a fantastic mod and I can't play without it.
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Re: [MOD 0.12.x] Crafting Speed Research

Post by Klonan »

Airat9000 wrote:
Klonan wrote:
Airat9000 wrote:please update 13.0
Already updated:

https://mods.factorio.com/mods/Klonan/C ... d_Research
forum link?
Its not hosted on the forum
Nerevar wrote:Thank you so much for the fast update. This is a fantastic mod and I can't play without it.
No problem :D I can't play without it either
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