Configurable Research Speed & Tech Cost


Configure technology cost, lab research speed and/or energy use by a factor. Energy use auto-scales with research speed. Includes custom commands to skip red, green and blue science technology research.

Tweaks
4 months ago
1.1
1.10K
Cheats

Changelog

Version: 0.7.1
Date: 2024-02-03
  Changes:
    - Increased the upper bound of the range for base lab energy usage, from 10x to 100x.
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.