Science Difficulty Overhaul: Military MK2 Science Pack


Add a new military science pack, which is needed in advanced military techs.

Content
6 hours ago
2.0
105
Factorio: Space Age Icon Space Age Mod
Combat Manufacturing

i Suggestion: Unstable Explosive Core

10 days ago

Hi!

I really like this mod. I think the idea is great, and I wanted to thank you for this mod, as well as for your other mods. Great work!

I would like to share a few suggestions and ideas. Maybe some of them could be interesting to you.

The first suggestion is about infinite research. As you mentioned in the mod description, adding an infinite research branch could be a good idea. I think this would be especially fitting for artillery and electric weapon research, since unlocking those technologies already requires the Mk2 military science pack. So it would feel logical to also use this science pack for their further infinite research. Ideally, it might even make sense to use the Mk2 military science pack for all infinite military research.

The second point is about the recipe. In my opinion, the current recipe feels a bit too simple. Right now it feels like the classic military science pack with a small chemistry addition — roughly around the level of blue or purple science. But at the same time, it is used to unlock more powerful military technologies, which feel closer in level to Vulcanus, Fulgora, or Gleba science. Because of that, I think the recipe could perhaps be a bit more complex and interesting.

One possible direction would be to add a new unstable ingredient, for example an explosive core. A similar idea existed in the Age of Production mod, where an explosive core could be produced on Vulcanus and used for volcanic science. Maybe that idea could be used as inspiration for a separate version of such an item that can be produced on Nauvis.

The main feature of this ingredient could be its instability. For example, after being produced, the core could start spoiling and explode after one minute, damaging the factory. Something similar existed in the Planet of Moshine mod, where there were unstable cores that had to be processed quickly.

In this version, the player would need to design the production line so that these cores are used in time. If some other science ingredients are missing, the cores would start accumulating and could eventually explode. This would create an interesting logistics challenge: the player would not only need to build the production chain, but also keep all ingredients balanced.

The recipe could also be adjusted so that the number of cores does not directly match the number of produced science packs. For example, the science recipe could require 7 cores, while the cores themselves are produced in batches of 3. This would make the player calculate production ratios more carefully, so that no extra unstable items are left over.

Another option would be to give the core several stages. For example, first a stable core is produced, but it cannot be used in the recipe yet. After some time, it turns into an unstable core, which can be used for the Mk2 military science pack. But if it is not used quickly enough, it explodes. This could add extra tension and make the production of this science pack feel more unique.

I think this kind of mechanic would fit military science very well. The risk of explosions matches the military theme, and it would make the process more interesting than simply assembling another set of standard ingredients that the player already produces everywhere.

It could also be interesting to make the production of the explosive core, or another key ingredient, more complex by adding a byproduct. For example, producing the core could also create some dangerous or inconvenient waste material that needs to be recycled, burned, neutralized, or used in another production chain. This would add another layer of logistics: the player would need to think not only about supplying ingredients, but also about what to do with the waste. Such a mechanic could make the recipe more interesting without simply increasing the number of required input resources.

Another idea would be to keep the current recipe, or use the explosive core idea, but make the Mk2 science pack itself unstable instead of the ingredient. For example, after production, the player receives an unstable Mk2 military science pack, which can explode after one minute. To stabilize it, the player would need to use the old vanilla military science pack. As a result, the player combines the old military science pack with the unstable Mk2 pack and receives a stable Mk2 military science pack.

This approach would preserve the usefulness of the old military science production and connect it to the new version of the pack. A similar idea exists in the Challenging Pack Logistics mod, where some science packs have several states. By analogy, the Mk2 military science pack could have unstable and stable states as well.

Overall, I think this kind of mechanic could make Mk2 military science production more memorable and different from regular production chains.

These are just some ideas and suggestions I wanted to share. Maybe some of them will seem interesting to you or could inspire future development of the mod.

Thanks again for your work and for your interesting mods!

9 days ago

Thank you for your interest in my mods.

I plan to add the pack to all military infinite research. Some from the start, and others from a certain level onwards, whilst offering the option to adjust these levels in the settings.

There is a setting to choose the cost of the pack's recipe. I don’t think it should be increased too much, because it’s perfectly possible to visit another planet without having completed the production/utility packs. So the cost needs to remain affordable at this stage of the game.

In terms of the complexity of the production line, the Distractor capsules already represent a significant increase. It’s important to remember that this pack replaces the basic one in advanced techs, and that compared to it, it’s already a huge cost increase. Furthermore, the ingredients allow two of the three ingredients from the previous pack to be reused, thereby avoiding the need to restart the entire production line from scratch.

That covers the first few points. I’ll take the time later to reply to the rest of your message.

Have a nice day :)

9 days ago

Hi
First of all, thank you for your ideas, I’ve taken the time to read them through carefully.

I like the idea of adding complexity through new mechanics, and your thoughts are really interesting.

I don't think that fits this mod, which is more of a small mod with just a tweak. I'm not fan of adding extra items or mechanics to it. I think it works well as it is in its role.

BUT...
I’m currently working on my next ‘big’ project, and I think I’ll be adding a mechanic along those lines. I’m not quite sure how yet, the exact scope of the mod hasn’t been finalised, but I’ll be taking this idea into account.

Thank you for sharing these ideas

9 days ago
(updated 9 days ago)

The idea was still going round and round in my head, and now I think I’ve come up with something interesting. No explosive cores, but a bit more of a challenge.

One of the main requirements of the base pack is stone, and the mk2 pack doesn’t use any...

So I’ve decided to add an extra ingredient to bring the cost back to 10 stones per pack, whilst adding an extra challenge. (You can still select the ‘easy’ setting to play without the stone in the recipe)

9 days ago

Thank you for the detailed reply and for taking the time to read my ideas carefully.

I understand your position. If this mod is intended to be a small tweak, then it really makes sense not to overload it with new items and mechanics. In that case, the idea with stone seems like a good compromise. It keeps a connection with the original military science pack, makes the recipe a bit more complex, but does not turn the mod into something too big.

I will also be interested to see your next big project, if you decide to use some similar ideas with unstable ingredients or additional logistical complexity there. Thanks again for your reply and for your work. I’ll be happy to follow the development of this mod and your future projects.

6 days ago

1.0 is out !

And I also made a new small tweaks mod, you might like it:
https://mods.factorio.com/mod/HarderSciencePacks

The 'big' mod should be out before end of may ;)

5 days ago

Thank you, I’ll definitely check out the new mod. I’m curious to see what you did there :)

I also checked version 1.0 of Military Science Pack 2 and noticed one small thing: the infinite Follower Robot Count research still uses the vanilla military science pack. Maybe this was left there by accident. Please take a look when you have a chance.

5 days ago

HI
Indeed, that was an oversight on my part !
Thank you for pointing that out, I’ll fix it.

5 days ago

Fixed with 2.1.0

New response