Rebalances a few research costs that felt too easy, especially in high science multiplier playthroughs. In addition, Logistic system and Night vision requires electromagnetic science, Kovarex and Atomic bomb requires metallurgic science. Includes option to disable any feature.
Logistic system: This is arguably the most powerful research in the game, yet it was achieved so easily. I felt it should be pushed back to at least mid game. You still get construction and logistic bots, but you cannot spam requester quests everywhere in the early game.
Kovarex: This was gotten so soon after nuclear research that uranium ore was basically infinite and making near-infinite power generation was easy. Initially, nuclear plants are suppose to be ran, inefficiently, with lots of waste but no one bothered because this was so easily obtained.
Atomic bomb: This makes biters a non-threat and was gotten far too early.
Night vision: Night vision completely removes night time from the game and was gotten very cheap and early.
In addition, some science costs have been adjusted:
Flamethrower: 50 -> 100
Effect Transmission (Beacons): 75 -> 200
Advanced Oil Processing: 75 -> 150
Robotics: 75 -> 150
Lubricant: 50 -> 100
Electrical Engine: 50 -> 100
Exoskeleton Equipment: 50 -> 100
Personal Roboport: 50 -> 100
Personal Battery: 50 -> 100
Personal Battery MK2: 100 -> 200
Logistic System: 500 -> 1000
Night Vision Equipment: 50 -> 100 (300 if night vision changes are enabled)
Inspired by Hard Tech Tree: https://mods.factorio.com/mod/Rocs-Hardcore-Delayed-Tech-Tree