Good question: why did I move it... I was perhaps a little bit too fast, not explaining the why.
I have three reasons:
1. This targets a need, that will be satisfied with v0.12 and v0.13: We will get the rocket-launcher, we will get rockets, we will need to built a complete spaceship, incredible big. That will be a resource sink, which brings a new type of game-play. Lots of new research is needed to achieve that, you will need ten, hundred, maybe thousand times more resources than now! Why is there some kind of "artificial research" needed, to keep your factory going?
2. This suggestion won't bring anything for the game-play. Indeed it's a step back. It solves a problem in a way, that is just a continuation of an already existing process.
3. There are many more suggestions, which are objectively/measurable better.
I mean the first point is clear. That alone make this suggestion obsolete in my eyes. There are some others, that also suggest this "kind of new resource sink" (for example
https://forums.factorio.com/forum/vie ... f=6&t=8817 )
The second point: why should I just continue the current type of research? That would be really, really boring, game-play wise it is a step back. And what is that in end-effect, technically spoken? only some more tech-recipes. No new game-mechanic. For me it's no question, that it won't be implemented like that. And we have this mod, so if someone really likes it so, well... and there are other mods, which can work like a resource sink, like the Creative Mode:
https://forums.factorio.com/forum/vie ... =14&t=8976
So, ok, for those, which are even then not satisfied: It's really difficult to find better suggestions in this jungle; when I look for "research" I find 66 pages... But I know they are there, so I turned on ssilk-bot into deep throat mode. Some of the found suggestions are about replacing the current research system, but they can be also seen as an extension, so I put them into this list. This is also the point of view I followed here: Is this suggestion usable as an extension? (with random order)
https://forums.factorio.com/forum/vie ... ?f=6&t=956 Option to deal with korean research system
https://forums.factorio.com/forum/vie ... f=6&t=3742 Modular research and crafting (Split research into research (of items and materials) and crafting with different items to achieve better results)
https://forums.factorio.com/forum/vie ... f=6&t=6210 Thoughts on the tech tree
https://forums.factorio.com/forum/vie ... f=6&t=4677 Research Code (Complex suggestion)
https://forums.factorio.com/forum/vie ... f=6&t=5100 An idea for restructiring research (more random research, labs are "holding" the researched stuff)
https://forums.factorio.com/forum/vie ... earch+item* Feedback and suggestions (some more or less mentionable stuff)
https://forums.factorio.com/forum/vie ... ?f=6&t=721 Research (my first suggestion I think)
https://forums.factorio.com/forum/vie ... =6&t=12331 Research-Center (some kind of continuation of this idea of enabling some kind of parallel research (cause I think the end of research breaks the flow of the game), also by me)
https://forums.factorio.com/forum/vie ... f=6&t=2838 Research & others (some point of view to the same problem)
PS: thank you for mentioning this typo, that are 2 month now, and nobody saw it...