Reduces research cost and research time for technologies from base game and other mods. Rates can be changed in startup mod settings.
Small changes concerning balance, gameplay, or graphics.
Version: 0.2.2
Date: 2026-06-23
Changes:
- Added maximum_value = 100 to both reduction factor settings. Previously the settings had no upper cap, which could allow arbitrarily large values that reduce all research to 1-pack/1-second minimums without any clear in-UI indication of the effect.
Version: 0.2.1
Date: 2026-06-23
Bugfixes:
- Fixed a hard-lock during data-final-fixes when another mod leaves behind a malformed
technology node (e.g. a deleted prerequisite technology whose dependent nodes still
reference it). The scaling loop now defensively skips any technology where the unit
table is nil or not a valid table, preventing a fatal error on modpacks that heavily
restructure the technology tree (such as Angel's, Omni, bio-oil, etc.).
Version: 0.2.0
Date: 2026-05-03
Major Features:
- Prepared release package with thumbnail and changelog.
- Adds configurable research cost and research-time reduction.
Features:
- Startup setting for research count reduction.
- Startup setting for research time reduction.
Changes:
- Applies reductions globally during data-final-fixes for broad mod compatibility.
- Supports technologies with direct research counts.
- Supports technologies using count formulas by wrapping the existing formula.
Compatibility:
- Designed to work with base game and modded technologies.
- No hard dependency beyond base.
Notes:
- This is a global balance helper. Large reductions can significantly speed up progression.