Reduced Research


Reduces research cost and research time for technologies from base game and other mods. Rates can be changed in startup mod settings.

Tweaks
9 days ago
2.0
165
Manufacturing Cheats

Changelog

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.