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
- Depth calculation – Every technology is assigned a depth equal to the length of its longest prerequisite chain (root techs = depth 0).
-
Trigger technologies (those without a research cost) can be excluded from the curve – they don’t shift the multiplier.
-
User‑defined endpoints – You choose:
initial-multiplier– multiplier at depth 0 (default: 1)final-multiplier– multiplier at the final technology (default: 50)-
final-technology– the tech that defines the “end” of the curve (blank = auto‑detect deepest tech) -
Formula – For any tech with depth
dand maximum depthD:
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-multiplieristrue, techs deeper thanDcontinue to grow exponentially (k > 1).
- Application – The multiplier is applied to:
- Normal technologies –
tech.unit.countis multiplied and rounded up. - Infinite technologies – the multiplier is injected into the
count_formulaso 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/expensivetables used. - Space Age – fully compatible; the default final tech auto‑detects
solar-system-edgewhen 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.
- ScaledRecipes – No 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
- Download the mod folder or zip.
- Place it in your
%APPDATA%/Factorio/mods(ormodsfolder in the game directory). - Enable it in the main menu under Mods.
- Adjust the startup settings before starting or loading a game.
Technical Notes
- The mod runs in
data-updates.luato 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! 🚀