Dabrias Multiplyer Ramup


Applies a technology cost multiplier that steadily increases as you get deeper in the tech tree, instead of a flat multiplier applied to all technologies equally.

Tweaks
6 days ago
2.0
4
Owner:
gearsgod
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
6 days ago
Latest Version:
0.0.1 (6 days ago)
Factorio version:
2.0
Downloaded by:
4 users

Dabrias Multiplyer Ramup

Factorio 2.0 – Dynamic technology cost scaling based on tech‑tree depth.


Overview

Tired of flat multipliers that make early and late technologies equally expensive?
Dabrias Multiplyer Ramup applies a progressive cost multiplier that steadily increases as you advance through the tech tree.

  • Technologies near the start keep their original cost (×1).
  • Technologies at the end (e.g., Rocket Silo or Solar System Edge) cost up to 50× more (configurable).
  • The multiplier scales exponentially between these two points.

This creates a smooth difficulty curve where each tier of science feels meaningfully more expensive than the last, without trivializing early game or over‑inflating mid‑game techs.


How It Works

  1. Depth calculation – Every technology is assigned a depth equal to the length of its longest prerequisite chain (root techs = depth 0).
  2. Trigger technologies (those without a research cost) can be excluded from the curve – they don’t shift the multiplier.

  3. User‑defined endpoints – You choose:

  4. initial-multiplier – multiplier at depth 0 (default: 1)
  5. final-multiplier – multiplier at the final technology (default: 50)
  6. final-technology – the tech that defines the “end” of the curve (blank = auto‑detect deepest tech)

  7. Formula – For any tech with depth d and maximum depth D:
    k = d / D (capped at 1 if "go‑beyond" is disabled) multiplier = initial * (final / initial) ^ k

  • This gives exponential growth: if final is 50, depth 50% gives √50 ≈ 7×, depth 100% gives 50×.
  • If go‑beyond-final-multiplier is true, techs deeper than D continue to grow exponentially (k > 1).
  1. Application – The multiplier is applied to:
  2. Normal technologiestech.unit.count is multiplied and rounded up.
  3. Infinite technologies – the multiplier is injected into the count_formula so it scales with each level.

Settings

Setting Type Default Description
Initial Multiplier double 1.0 Multiplier at the very start of the tech tree.
Final Multiplier double 50.0 Multiplier at the final technology (or deepest tech).
Final Technology string (blank) Name of the technology that defines the end of the curve. Leave blank to auto‑detect the deepest tech.
Skip Initial Trigger Techs bool true If true, technologies without a research cost (trigger techs) are given depth -1 and do not affect the curve. Prevents early‑game cost spikes.
Go Beyond Final Multiplier bool false If false, no technology costs more than the final multiplier. If true, deeper techs continue to grow exponentially.

Compatibility

  • Factorio 2.0 – fully compatible; no normal/expensive tables used.
  • Space Age – fully compatible; the default final tech auto‑detects solar-system-edge when available. You can also manually set "solar-system-edge" if desired.
  • Other mods – any technology added by mods will be automatically picked up and scaled according to its depth in the combined tech tree.
  • ScaledRecipesNo conflict.
  • This mod modifies science pack costs (unit.count / count_formula).
  • ScaledRecipes modifies research time (unit.time), plus recipes, mining, power, etc.
  • Both can be used together for a fully customized experience.

Installation

  1. Download the mod folder or zip.
  2. Place it in your %APPDATA%/Factorio/mods (or mods folder in the game directory).
  3. Enable it in the main menu under Mods.
  4. Adjust the startup settings before starting or loading a game.

Technical Notes

  • The mod runs in data-updates.lua to ensure all modded technologies are loaded before modification.
  • Infinite technologies (those with count_formula) are handled by inserting the multiplier formula directly, preserving the original progression curve.
  • Depth calculation uses recursive dependency resolution – it correctly handles multiple prerequisites and complex dependency graphs.
  • If you manually specify a final technology that doesn’t exist, the mod falls back to auto‑detection (with a warning) for known default names like "rocket-silo" or "solar-system-edge". Unknown names will trigger a clear error.

Changelog

For full history, see changelog.txt.

v0.0.1 – Initial release for Factorio 2.0 / Space Age.
- Ported from “Technology Cost Ramp Up Fixed” by kuviboy.
- Removed obsolete normal/expensive handling.
- Improved error handling for final technology settings.


Credits

  • Original concept by kuviboy (Technology Cost Ramp Up Fixed).
  • Rewritten and adapted for Factorio 2.0 by the Dabrias Multiplyer Ramup team.

Enjoy the climb! 🚀