Infinite Inserter Capacity Bonus Research

by Nick1Z2

This Mod adds a infinity research for inserter capacity bonus. Everything from research scaling and research costs to the capacity bonus of the respective inserters can be adjusted.

Tweaks
6 months ago
1.1 - 2.0
4.18K
Logistics

i Mod request: same but for sience capacity And/Or modules's %

8 days ago
(updated 8 days ago)

I asked a few times on the forum. I will try here. Is it possible to create a mod, that works like this one. As in, you get infinite research, you can ajust elements in settings (like bonus is 1, or 10, or something. And cost, is it liniar or whatever since i don't really know the correct terms to give a better explanations).

Ideea is very simple. The sience packs have capacity and separatly for modules. That thing that get drained when it's used in lab. With quality increasing it. And that is the thing that i wish there was an infinite research for it. For the modules is easy since it's the %.

The issues i'm aware is that no one is willing to do everything since you need separatly for space age and non space age, since some overhaul don't allow space age or have their own sience packs that will mess it up. I however think that even if just a core exist, someone will finish it (aka add space age, dlc, and other compatibility).

Since this one is well fit for the whole "use prometeus" but let me not talk about this and focuse on the ideea.

So, end game resources and whatever for material.

For modules it is simple. Each level up, adds extra % bonus. This means speed gets increased. Quality? again, we won't need any recycle since we'll get 100% due to legendary quality module 3 getting the biggest bonus out of all of them quality modules. So after a couple of level upse, like 10 - 20? (aka no cheat or OP, it's something that needs a massive amout of resources and time), well get 100% quality. For productivity, it's actually well overlooked. At a certain point, we'll get 100% quality, even with a speed module and if the legendary productivity module, the item we create, will be 300% -> max. And one more reason for productivity: miner and lab's don't have the 300% cap. Meaning all in all this will take everything next level (rip for the green modules since yeah... at least if it had the ability to reduce pollution)

For the sience packs, again, i'm talking about that value, the capacity, that increases due to quality, so not the lab's drain %. But the actual value of the items. Normal quality being 100. And the ideea is that each level up to add another point for normal quality and mutiple for higer qualities. So level 1 = 101 for normal quality; uncomon will be 202; rare 303; Epic 404; Legendary 606; Mod that hadd level 10 quality: 1111 (1100 its the value of a level 10 quality added via mods). Or at least that is my suggestion. I have no clue how to program it since otherwise i would have just done that.

And again, even if it's just a core (aka add the research, the value and items we'll fill in manually due to mods that requires such ajustments), even that helps massively.

Thank you

7 days ago
(updated 7 days ago)

Hi,
I really like your ideas and I would also love to see something like this – but unfortunately it’s not possible in the exact way you describe, because of how Factorio’s prototype system and the Lua API work. Let me explain:

  • Modules (Speed, Productivity, Quality, etc.):
    The basic percentages of modules are defined as fixed prototype values in the data stage. That means they are static: the game loads them once at startup, and they cannot be changed later by research or Lua scripts. The technology system only supports a limited list of official modifiers (like laboratory-productivity, laboratory-speed, mining-drill-productivity-bonus, etc.). There is no modifier for “increase module effects by +1 % per level”.
    The only workaround would be to regenerate new module items with higher stats for every research step, but that would break inventories, recipes, balancing and is not practical in real gameplay. In short: module base stats cannot be scaled dynamically by research.

  • Science pack capacity / quality multipliers:
    It’s the same situation. The base value of a science pack (100) and the multipliers for quality (200 %, 300 %, etc.) are also static prototype definitions in the data stage. They are not exposed to Lua or technologies. You cannot just say “+1 % capacity per research level” and have it automatically scale across all quality tiers.
    The only thing you can do is use the official modifier laboratory-productivity, which increases the effective research value of every science pack consumed. This stacks on top of the quality multipliers, but applies equally to all tiers.

  • Recipe productivity research:
    What is possible is adding research like the vanilla Processing unit productivity. This uses the effect change-recipe-productivity, which allows you to increase the productivity of specific recipes. That can be tied to research or even infinite research. So you could implement something similar for selected late-game recipes.

  • Alternatives for speed/productivity:
    The base crafting speed and productivity modifiers of machines are also static prototype attributes. They cannot be changed dynamically by research. In theory, a mod could expose startup settings to adjust these base stats (for modules, machines, or science packs), but these are startup settings only – meaning they can only be adjusted outside of a save and require a game restart. Another option would be to add new machine tiers (Assembler MK2, MK3, MK4, etc.) with higher fixed stats.

  • Practical alternatives:
    For research-based progression it is much simpler to use infinite technologies that apply existing modifiers like laboratory-productivity or laboratory-speed. You could also create new module tiers with higher fixed stats, or add targeted recipe-productivity research as mentioned above. These are static additions, but they can at least simulate “stronger modules” or “more efficient science” without requiring impossible runtime changes.

So in short:
- Great concept 👍, but module base effects, science capacity multipliers, machine base stats, and recipe crafting times are all static data.
- Mods can change those values via startup config, but only outside a save and with a restart.
- The realistic options for infinite research are laboratory-productivity, laboratory-speed, mining-drill-productivity-bonus, or targeted recipe productivity research (like the Processing Unit example), and optionally higher-tier modules or machines.

👉 Without API support from the developers, this is impossible. If Wube added new modifiers (for module effects or science pack capacity) to the Lua API, modders could implement such infinite research easily. Until then, it’s simply not achievable by mods alone.

➡️ If you’d like to see this in the future, the best place to suggest it is the official Ideas & Suggestions forum – specifically to ask Wube to extend the Lua API with new modifiers (for module effects or science pack capacity), so modders could implement such a system themselves. The idea, how it could work, and some examples you already described very well.

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