Configure research cost for all technologies that require science packs, as well as research speed, energy use and module slot amount for all labs. Tech can be excluded from change by ID, lab energy use auto-scales with research speed. Includes custom commands to skip research of up to five tiers of core technologies.
Small changes concerning balance, gameplay, or graphics.
Version: 1.1.1 Date: 2024-11-05 Changes: - Updated mod description. - Deleted .vscode folder.
Version: 1.1.0 Date: 2024-11-05 Changes: - Added two more tiers to the unlock command (purple and yellow science). - Refined unlock command so no mods have their tech accidentally unlocked. - Simplified unlock command parameters (now uses 't1', 't2' etc.). - Added a missing nil check for a script.
Version: 1.0.0 Date: 2024-10-30 Changes: - Updated mod to work with Factorio 2.0. - Console: - Updated and refined the tech unlock command, to fit the new tech tree. Excludes most upgrade-type tech, includes related non-science tech. - Improved quality of console messages. - Created a new option for adding extra module slots to all labs (if it already has at least one slot; capped at 20). - Improved and compacted code related to lab research speed and energy usage. - Hid 'creative-mod_void-technology' from settings, added it to internal exclusion list. - Updated mod description. - Updated descriptions in settings. - Tidied up.
Version: 0.7.0 Date: 2023-07-29 Changes: - Added a text-field in settings for excluding techs from cost change. The ID of the tech must be written as part of a comma-separated list. Includes creative-mod_void-technology so far, like the internal list before. - Restructured code in control.lua to be more compact. - Fixed some code description.
Version: 0.6.0 Date: 2023-07-28 Changes: - Added options to unlock the 3 first tiers of tech. Uses the new command cr_unlock, along with the parameters r, rg and rgb. To unlock 3 tiers, write: /cr_unlock rgb - Changed mod title.
Version: 0.5.1 Date: 2023-07-23 Changes: - Changed console command to "/crc_unlock_red" for the unlock command, to reduce the risk of conflicts with other mods.
Version: 0.5.0 Date: 2023-07-23 Changes: - Borrowed code from "SE Skip Ground Science" by waptdragon3. Modified. Added function to unlock all red science technologies through a command ("/unlock_red"). Works for mods, applies to all tech requiring only automation-science-pack.
Version: 0.4.0 Date: 2023-07-16 Changes: - Initial release. - Added configurable scaling cost for all technology, whether they are standard or infinitely researchable, vanilla or modded. Set allowed cost range to a factor of 0.01-1 (lower bound to be extra safe against crashes). - Added configurable research speed for the lab. Set allowed range to 0.01 - 1000. - Added function to automatically scale energy usage according to research speed. - Added option for changing base energy usage for all labs by a factor (for the sake of balancing some mods where power needs seem very high). It will still scale with the research speed factor. - Checked many mods for compatibility. Improved checks to avoid conflicts. Works with IR3. Generally no specific references to mods, relies on iterating over list of technologies at the final mod loading stage (in data-final-fixes.lua). - Added code to exclude technologies based on an internal list. Added 1 exception so far (for void-technology from creative-mod). - Added thumbnail. - Fixed various errors and explained a lot of code. - Added MIT license. - Added many descriptions. To-do: - Check even more mods for compatibility, maybe add more mod technology exceptions.