- Time per research step
- Number of research steps to complete the research
- Number of science packs per research step
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More Information:
It breaks up research into 4 tiers, allowing you to adjust the multipliers for each tier individually.
Tier 1 is simply any research that uses no green, blue or purple science packs.
Tier 2 is simply any research that uses no blue or purple science packs.
Tier 3 is simply any research that uses no purple science packs.
Tier 4 is simply any research that uses uses purple science packs.
Per default, the multipliers are as follows (these are all selected willy-nilly, I have no idea what would make sense for default multipliers):
Tier 1
Code: Select all
timeMultiplier = 1.0; -- How much the time of the research is multiplied by
countMultiplier = 1.0; -- How much the count (number of research steps) of the research is multiplied by
costMultiplier = 2.0; -- How much the number of science packs per research-step of the research is multiplied by
Code: Select all
timeMultiplier = 0.5;
countMultiplier = 2.0;
costMultiplier = 3.0;
Code: Select all
timeMultiplier = 0.2;
countMultiplier = 5.0;
costMultiplier = 5.0;
Code: Select all
timeMultiplier = 0.05;
countMultiplier = 20.0;
costMultiplier = 5.0;
People trying it out and reporting said bugs will be appreciated.
Known Issues:
- Any research that doesn't use science packs will be treated as tier 1 research.
- This uses data-final-fixes, so research added / changed by other mods during data-final-fixes will likely not work. (Still to test if adding dependencies will solve this.)
- Create 4 tiers of labs, each drawing significantly more power than the last. (Each tier of lab can research up to its equivalent tier of technology.)
- Create an option that makes science packs use their own dedicated production lines (i.e. not made from gears or inserters or circuit boards or any items used in normal production of other items). Instead have their own dedicated intermediary products/steps.
- Get an image overhaul for science packs. Rename to something that makes sense, Ex: Science Pack 1 -> Sacrificial Electromagnet.
- In mods that add more diverse resources, let science packs cost a wider variety, rather than more of the same.
- Test and make compatible with mods as needed.
The reason behind this mod is that I want a playthrough where items aren't expensive*, but research is very expensive*. And as I started working on it, I figured that the science cost tweaks on their own would make a small easy mod. Hence here it is.
*I.e. You have to spend tons of resources researching something, but once you have it isn't expensive (i.e. you don't black-hole compress 22 circuits into one blue one.)