Extended Research System


Did you ever felt, that the advanced tiers of Belts, Inserters, Ammunitions or even the Assembling machine 3 are only decoratives? Ahh of course not, but did you ever thought about that, they are somewhat unimportant features? You just could launch a rocket without building any of them... Not any more! This mod helps you solve this riddle, you have to build the advanced tiers of those, if you want to advance in the Tech tree.

17 days ago
1.1
314
Owner:
HunD34TH
Source:
N/A
Homepage:
N/A
License:
The Unlicense (Public Domain)
Created:
4 months ago
Latest Version:
0.0.7 (17 days ago)
Factorio version:
1.1
Downloaded:
314 times

About the mod:

This mod adds some new tier(s) for some of the science packs, each of the new tier(s) replaces the previous tier(s) if you reach further down in the tech tree. This way, the number of science packs used by each technology is not changing.

New science packs:

  • Automation science pack MKII:
    • Recipe: 10x Red wire + 1x Assembling Machine 1 -> 4x Automation science pack MKII
    • Time to craft: 24 seconds
  • Automation science pack MKIII:
    • Recipe: 2x Arithmetic combinator + 1x Assembling Machine 2 -> 2x Automation science pack MKIII
    • Time to craft: 12 seconds
  • Automation science pack MKIV:
    • Recipe: 2x Efficiency module + 1x Assembling Machine 3 -> 3x Automation science pack MKIV
    • Time to craft: 18 seconds
  • Logistic science pack MKII:
    • Recipe: 1x Fast transport belt + 1x Fast inserter -> 1x Logistic science pack MKII
    • Time to craft: 6 seconds
  • Logistic science pack MKIII:
    • Recipe: 1x Express transport belt + 1x Stack inserter -> 1x Logistic science pack MKIII
    • Time to craft: 6 seconds
  • Military science pack MKII:
    • Recipe: 2x Uranium rounds magazine + 2x Cluster grenade + 3x Gate -> 10x Military science pack MKII
    • Time to craft: 60 seconds
  • Military science pack MKIII:
    • Recipe: 1x Artillery shell + 1x Atomic bomb -> 24x Military science pack MKIII
    • Time to craft: 144 seconds
  • Chemical science pack MKII:
    • Recipe: 1x Processing unit + 2x Electric engine unit -> 2x Chemical science pack MKII
    • Time to craft: 12 seconds

Logistic challenge:

The fact, that there is now 15 science packs, but the labs still takes only 7 at one time (so you can use your old lab blueprint), and the player's research choices could lead to constant science pack (tier) changes on each research change.
To make this able to automate (or make it easier to handle) I made a virtual signal, called 'Get demanded Science Packs for the active research'
- Use this signal in a Constant combinator
- On every research change (research ended, or switched to another) the content of the Constant combinator is overwritten (cleared) and set to the current technology's ingredient(s).

Mod compatibility:

  • Any of the mods should be compatible, those which changes the tech tree in the data.lua or data-updates.lua phase should work fine, otherwise (if it changes in the data-final-fixes.lua) it needs dependency to it. There are some (hidden) dependencies added already to the mod ( mostly bob's mods, angel's mods, krastorio2, and space exploration )
  • Any of the mods should be compatible, but illogical to use, which heavily changes the science pack recipes ( like Krastorio2, but there is a setting in that mod, which changes the default science pack (tech card) recipes to be vanilla )
  • Any of the mods could be incompatible, which disables or changes heavily any of the new science pack ingredient's recipe, for those, the science pack recipes should be manually corrected ( like bob's logistic, when the 'inserter overhaul' mod option is used, this is fixed on update 0.0.7 )