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.
Mods introducing new content into the game.
Version: 0.3.3 Date: 2024-11-11 Changes: - Disabled 'Chemical science pack MKIII' Fixes: - Fixed crash on 'Constant combinator' update, when the combinator has an invalid signal
Version: 0.3.2 Date: 2024-11-08 Fixes: - Fixed item sounds causing crash
Version: 0.3.1 Date: 2024-11-05 Fixes: - Fixed crash on 'Constant combinator' update, when research changed - Removed hard limitation of 30 science pack signals handled - Allowed science pack insertion to skip through 'trigger technologies' - Allowed the upgrade recipes to use productivity modules - Added missing 'Advanced combinators' technology prerequisite on 'Automation science pack MKIII' Changes: - Reverted 'Oil gathering' technology change, instead changed 'Fluid handling' to only require 'Engine' - (Note that barreling recipes are not usable in 'Assembling machine 1') - Removed 'Basic science packs' insertion blocking when 'Space science pack' is available - 'Vanilla science packs' are treated the same way as the 'New science packs' - They now take over the previous techs unlocks ('Automated rail transport' now requires 'Production science pack')
Version: 0.3.0 Date: 2024-10-28 Features: - Updated to 2.0 - 'Science pack' icons are now functionally generated instead of handcrafted - Added several styles for icons, changeable in mod settings ('ERS','Centered','Stairs') - Added 'Chemical science pack MKIII' - Requires 5x'Flying robot frame' and 1x'Nuclear fuel' as ingredients, resulted count is 24 in 120 seconds Changes: - 'Automation science pack MKII' now requires 2x'Decider combinator' as ingredients (was 6x'Green wire' and 6x'Red wire', but those were removed from craftable items in 2.0) - 'Automation science pack MKIII' now requires 1x'Selector combinator' and 1x'Efficiencu module' as ingredients - 'Chemical science pack MKII' now requires 1x'Rocket fuel' additionally, resulted count increased to 8 - 'Military science pack MKII' now uses 1x'Piercing shotgun shells' as ingredient instead of 4x'Gate' - 'Military science pack MKIII' no longer uses 'Artillery turret' as ingredient, instead it uses 4x'Artillery shell' and resulted count is decreased to 48 - 'Basic utility science pack' now requires 1x'Medium electric pole' and 1x'Big electric pole' instead of 2x'Big electric pole' - 'Utility science pack' now requires 1x'Accumulator' when "'Utility science pack' recipe change" setting is enabled - 'Oil gathering' no longer has a prerequisite on 'Fluid handling' - (Note that 'Storage tanks' and 'Pumps' are much further in the 'Tech tree', and 'Basic oil processing' is required to unlock them) [Space age] compatibility: - Added minor compatibility to 'Space Age' - 'Kovarex enrichment process' no longer requires 'Space science pack' as ingredients [Early modules] compatibility: - Added 'Basic effectivity module' to 'Automation science pack MKII' instead of 'Automation science pack MKIII' - 'Basic utility science pack' now requires 'Basic speed module' additionally
Version: 0.2.9 Date: 2024-04-28 Fixes: - Fixed double spacing in dependency list [Bob's mods] compatibility: - When 'Chemical science pack MKIII' is available: - 'Basic chemical science pack' requires 1x'Engine unit' instead of 'Iron pipe' - 'Chemical science pack' requires 1x'Electric engine unit' instead of 'Engine unit' - 'Chemical science pack MKII' requires 1x'Flying robot frame' instead of 'Electric engine unit' - 'Chemical science pack MKIII' requires 1x'Logistic robot' instead of 'Flying robot frame' - 'Advanced transport science pack' no longer requires 'Logistic robot' [Early modules] compatibility: - 'Automation science pack MKIII' now requires 'Basic effectivity module' instead of 'Arithmetical combinator' - 'Basic production science pack' now requires 'Basic productivity module' additionally
Version: 0.2.8 Date: 2024-04-28 Features: - Added 'Get unresearched tecnology science counts' to 'Virtual Signals' - With this signal used in a 'Constant Combinator' (with any count), that 'Constant Combinator' will able to set its signals to cover the count of the unresearched technologies (per science packs). - 'Constant Combinator' updates only happens, when a research is started, finished or changed, it does not updates instantly - Note that, on each 'Constant Combinator' update, the content of it is erased (this signal is resetted) - Also note that, the 'Constant Combinator' only holds 20 signals, so it is possible (with some mod combinations) to overflow - The signals are arranged in ascending order [Bob's mods] compatibility: - 'Boiler 2' and 'Steam engine 2' have prerequisite to 'Automation science pack MKII' - 'Basic chemical science pack' now uses 1x'Carbon' instead of 'Solid fuel' as ingredient when available - 'Basic chemical science pack' now has a prerequisite to 'Electronics' instead of 'Flammables' (or 'Oil processing') - Added 'Chemical science pack MKIII' - Have a prerequisite on the 'Advanced electronics 3' and 'Robotics' technologies - Uses 1x'Flying robot frame', 1x'Electronic Processing board' as ingredients, resulted count is 4 - Added 'Utility science pack MKII' - Have a prerequisite on the 'Titanium processing', 'Substation 2' and 'Speed module 3' technologies - Uses 1x'Titanium plate', 1x'Substation 2' and 'Speed module 3' as ingredients, resulted count is 4 [Angels's mods] compatibility: - 'Metallurgy 2', 'Water treatment' and 'Rubbers' have prerequisite to 'Automation science pack MKII' - 'Metallurgy 3' has a prerequisite to 'Logistic science pack MKII' - 'Metallurgy 4' has a prerequisite to 'Logistic science pack MKIII' - 'Utility science pack MKII' has a prerequisite to 'Advanced titanium smelting and casting 1' instead of 'Titanium processing' when available [Space exploration] compatibility: - Moved out 'Logistic 3' technology from 'Space science pack' to 'Rocket science pack' - Reverted the 'Logistic science pack MKIII' recipe change, it uses now 'Express belt' instead of 'Space belt' - 'Production science pack' and 'Utility science pack' recipes are no longer modified - Disabled, and hid "'Utility science pack' recipe change" setting, since 'Utility science pack' is readded when 'Basic utility science pack' is used - Fixed 'Production science pack' and 'Utility science pack' (vanilla readded) ordering when 'Krastorio 2' is not used [Krastorio 2] compatibility: - Fixed 'Basic military tech card' taking over on 'Automation tech card', it no longer inserts itself as ingredient to all technologies after 'Automation tech card' - Modified the default values of the 'Choose: __ science pack recipe' settings (except 'Automation science pack', "Krastorio 2's settings") to 'Factorio' [Milestones] compatibility: - Added minor compatibility, all 'Science packs' (included Vanilla and modded) are added to 'Milestones', this will result with some duplicates [Disco Science] compatibility: - Added minor compatibility, 'Science packs' uses the vanilla 'Science packs' colors defined by 'Disco Science' [Icon Badges] compatibility: - Added minor compatibility with 'Icon Badges'
Version: 0.2.7 Date: 2022-08-24 Features: - Added mod setting, named 'Enable solid fuel from crude oil recipe' - An inefficient way of producing 'Solid fuel' directly using 'Crude oil' and 'Steam' in 'Oil refinery' - Intended use when some mods are moving 'Solid fuel' recipe unlocks from 'Oil processing' to a later technology, so 'Basic chemical science pack' are uncraftable [Space Exploration] compatibility: - Minimum version 0.6 is required - 'Chemical science pack MKII' now does not make cycles in the technology tree - 'Logistic science pack MKIII' now uses 'Space transport belt' instead of 'Express transport belt' - When 'Basic utility science pack' or 'Basic production science pack' mod option is enabled, then 'Utility science pack' or 'Productivity science pack' is readded - Note that, these science packs are being readded with some modifications, and their original one's (these were modified by Space Exploration) are not deleted [Krastorio 2] compatibility: - Fixed technology cycle when 'Foundry' and 'Krastorio 2' are used together - 'Basic tech card MKII' is now usable by 'Burner lab'
Version: 0.2.6 Date: 2022-05-26 Fixes: - Fixed that the Science pack upgrades are not locked behind technologies
Version: 0.2.5 Date: 2022-05-17 Features: - Added mod setting, named 'Enable science pack upgrades', disabled by default - Adds recipes for upgrading the lower tier Science packs. - These recipes does not meant to be balanced, cheap, or expensive, they are useful for getting rid of the unused lower tier Science packs.
Version: 0.2.4 Date: 2022-05-05 Features: - 'Constant combinator' is now succesfully cleared, when the last research in the queue is cancelled, when the 'Get demanded Science Packs for the active research' signal is used
Version: 0.2.3 Date: 2022-02-10 Features: - All mod setting controlled features are now enabled by default [Bob's mods] compatibility: - 'Advanced transport science pack' resulted count changed to 4 (was 1), when 'Bob's 'Logistic science pack' recipe change' setting is enabled
Version: 0.2.2 Date: 2022-01-26 Fixes: - Fixed error(s) caused by non-handled non-valid constant combinators
Version: 0.2.1 Date: 2022-01-12 Balances: - 'Automation science pack MKII' - Now takes 6x'Red wire' (was 10) and 6x'Green wire' (additional), 1x'Assembling Machine 1' (unchanged) as ingredients - Resulted count is 6 now, time to craft is not changed - 'Automation science pack MKIV' resulted count is now 4 (was 3), time to craft changed to 24s (was 18s) - 'Logistic science pack MKII' resulted count is now 2 (was 1), time to craft changed to 12s (was 6s) - 'Logistic science pack MKIII' resulted count is now 3 (was 1), time to craft changed to 18s (was 6s) - 'Basic military science pack' - Now takes 2x'Stone' (was 2x'Coal'), 2x'Firearm magazine' (was 1), 2x Shotgun shell (unchanged) as ingredients - 'Military science pack MKII' - Now takes 2x'Uranium rounds magazine' (unchanged), 1x'Cluster grenade' (was 2), 4x'Gate' (was 3) as ingredients - Resulted count is 4 now (was 10), time to craft is 24s (was 60s) - 'Basic chemical science pack' time to craft changed to 10s (was 5s) - 'Basic production science pack' time to craft changed to 12s (was 6s) - 'Basic utility science pack' time to craft changed to 12s (was 6s)
Version: 0.2.0 Date: 2022-01-06 Fixes: - Added missing technology prerequisites of 'Vanilla Factorio' - These technologies are already using the science packs as ingredients, but have no direct/indirect prerequisite to them - This should fix most of the cases, where the new science packs are not used - Added ordering to the 'Lab' inputs, now the GUI isn't a big mess
Version: 0.1.6 Date: 2022-01-04 [Krastorio 2] compatibility: - Added compatibility for the 'Krastorio2' mod splitting (scripts/assets)
Version: 0.1.5 Date: 2022-01-03 Features: - Added 'Basic production science pack' - Disabled by default, could break any mod compatibility, enableable on the mod setting named 'Enable 'Basic production science pack'' - Have a prerequisite on the 'Advanced material processing' technology - Uses 1x'Electric mining drill', 2x'Steel-furnace' as ingredients, resulted count is 4 - Added 'Basic utility science pack' - Disabled by default, could break any mod compatibility, enableable on the mod setting named 'Enable 'Basic utility science pack'' - Have a prerequisite on the 'Electric energy distribution 1' and 'Solar energy' technology - Uses 2x'Solar panel', 2x'Big electric pole' as ingredients, resulted count is 4 - Suggested use together with the setting ''Utility science pack' recipe change' enabled
Version: 0.1.4 Date: 2022-01-02 Features: - Added 'Enable new science packs insertion' setting. Disabled by default - All the new science packs are now used in the technologies, which has a (direct/indirect) prerequisite on it - Could be useful, when a mod changes heavily the technology tree. - Does not really affect the vanilla Factorio technology tree. - Newly inserted science packs could have incompatible science packs - These science packs now aren't inserted when the Technology uses any of the incompatible science packs - Does not affect the science packs upgrades, and does not delete any already set ingredient - 'Basic military science pack' and 'Basic chemical science pack' have default incompatible science packs - 'Utility science pack', 'Production science pack', 'Space science pack' [Angels's mods] compatibility: - Added 'Alien plant-life sample' as incompatible science pack to all newly inserted science packs [Bob's mods] compatibility: - Added 'Gold science pack' and module research related science packs as incompatible science packs to all newly inserted science packs - Added several technology prerequisite on 'Advanced transport science pack' - Only added, when 'Bob's 'Logistic science pack' recipe change' setting is enabled - Those technologies are already have ingredient of this science pack, but has no connection to this technology - This way no different tiers of transport science packs are used together [Space Exploration] compatibility: - Added 'Rocket science pack' and 'Deep space science pack 1' as incompatible science packs to all newly inserted science packs
Version: 0.1.3 Date: 2021-12-30 [Krastorio 2] compatibility: - Setting named 'Add 'Blank tech card' as ingredients' now works as intended
Version: 0.1.2 Date: 2021-12-30 [Krastorio 2] compatibility: - 'Basic military science pack' now uses the correct 'Krastorio 2' naming system ('Basic military tech card') - 'Basic tech card MKIII' now uses 'Steel beam' instead of 'Steel plate' as ingredient - 'Basic chemical tech card' now has a prerequisite on 'Electronics' - Added 'Add 'Blank tech card' as ingredients' setting. Disabled by default - Adds 'Blank tech card' as ingredients' to the new tech cards, as well the mki tech cards, when the vanilla 'Factorio' recipes are used - The ingredient quantity is equal to the tech card result's quantity [Angels's mods] compatibility: - Added compatibility to 'Angel's Petrochemical Processing' mod, now the new 'Science packs' replaces the first tier science packs as intended [Bob's mods] compatibility: - Added 'Bob's 'Logistic science pack' recipe change' setting. Disabled by default - Only visible, when 'Bob's Logistics mod' and 'Bob's Technology mod' are used together - Makes the science pack as the next tier of 'Transport science pack MKIII' as 'Advanced transport science pack' - Uses 1x'Turbo transport belt', 1x'Turbo inserter', 1x'Logistic robot' as ingredients, resulted count is 1
Version: 0.1.1 Date: 2021-12-24 Features: - Added 'Basic military science pack' - Disabled by default, could break any mod compatibility, enableable on the mod setting named 'Enable 'Basic military science pack'' - Have a prerequisite on the 'Military' technology - Uses 1x'Firearm magazine',2x'Shotgun shell', 2x'Coal' as ingredients, resulted count is 2 - Added 'Basic chemical science pack' - Disabled by default, could break any mod compatibility, enableable on the mod setting named 'Enable 'Basic chemical science pack'' - Have a prerequisite on the 'Oil processing' technology - Uses 10x'Pipe', 5x'Electronic circuit', 1x'Solid fuel' as ingredients, resulted count is 4 - 'Utility science pack' ingredients update - Disabled by default, could break any mod compatibility, enableable on the mod setting named ''Utility science pack' recipe change' - Uses 1x'Speed module 2',1x'Substation', 1x'Low density structure' as ingredients [Bob's mods] compatibility: - Added 'Basic transport science pack', when 'Bob's belt overhaul' is used - Uses 1x'Burner inserter',1x'Basic transport belt' as ingredients, resulted count is 1 - 'Basic chemical science pack' prerequisite change, when 'Angel's' and/or 'Bob's' mods are used [Krastorio 2] compatibility: - The two 'Basic military/chemical science pack' uses the 'Krastorio 2' styling and naming system
Version: 0.1.0 Date: 2021-06-23 Features: - Added 'Time' to 'Virtual Signals' - Intended use for showing the required time for the active research - 'Get demanded Science Packs for the active research' signal behaviour changes - Used in a 'Constant combinator', on research change, if there is any active research - This signal's value is now equal to the price of units of the active research - The combinator will return with the time cost per unit of the active research (in ticks, on normal game speed 1s = 60 ticks), using the new 'Time' signal - Now the 'Science packs' value is equal to the 'Science packs' cost per unit of the active research - Due to the limitation of the signal values, if the price or time is bigger then what the signal could handle (2147483647) their value return with -1
Version: 0.0.9 Date: 2021-06-22 [Krastorio 2] compatibility: - 'Science packs' now uses Krastorio2's graphics and naming style when the proper mod is used - Added a mod setting, named "New 'Basic tech card' tiers" - Only visible, when Krastorio2 is used - Adds two new tiers of 'Basic tech card' - This setting could break any mod compatibility, so it is disabled by default
Version: 0.0.8 Date: 2021-06-13 Balances: - 'Military Science Pack MKIII' ingredients changed on request, so it costs less 'Uranium 235' - Gives 96 science pack per craft - Doubled the 'Artillery Shell' requirement - Added 4*'Artillery Turret' as ingredient - Each science pack costs about the same (close enough, but the ratio is off) as previously (but now takes concrete as well), except it now takes 1/4 as much 'Uranium 235' as before - Time to craft is not changed
Version: 0.0.7 Date: 2021-03-31 Features: - Added a mod setting, named "'Utility science pack' recipe change" - Changes the recipe ingredients to 1x 'Speed module 2', 1x 'Substation', 1x 'Low density structure' - Changes the unlocking technology prerequisites - This setting could break any mod compatibility, so it is disabled by default [Krastorio 2] compatibility: - 'Uranium rifle ammo' is now used as an ingredient in 'Military science pack MKII' instead of the disabled 'Uranium rounds magazine' item when the proper mod is used [Bob's mods] compatibility: - When 'Bob's inserter overhaul' is used, the inserter ingredients for 'Logistic science pack MkII, MKIII' are now properly set
Version: 0.0.6 Date: 2021-03-26 Info: - Various algorithm changes to allow better performance on most cases [Bob's mods] compatibility: - Fixed incompatibility with "Bob's Logistics mod" - Possible fix (workaround) for crash when "Bob's Metals, Chemicals and Intermediates" and "Angel's Petrochemical Processing" mods are loaded together - Fixed 'Science pack' colors to match with "Bob's Science Pack color changes" when the proper mod is used - Fixed 'Science pack' naming to match with "Bob's Science Pack name changes" when the proper mod is used - Added 'Logistic science pack mk0' as 'Basic transport science pack', when "Bob's belt overhaul" is enabled with the proper mod is used
Version: 0.0.5 Date: 2021-03-24 Info: - Description updated. Fits better for the new 'Science Packs', 'Underground Belts' and 'Splitters' are not used as ingredients on any 'Science Pack' Mod compatibility: - Added several mod dependencies, to make sure, they are loaded first, and then this mod changes the Technologies. These mods are not always full-compatible, so they remain as hidden dependencies.
Version: 0.0.4 Date: 2021-03-21 Fixes: - Removed 'Automation Science Pack Mk. II' as a prerequisite of 'Steel processing', it caused some incompatibility with some mods
Version: 0.0.3 Date: 2020-12-08 Info: - Fixed changelog dating, it was off by one day. Balances: - Added 'Effectivity Module' to 'Automation Science Pack Mk. IV' prerequisite - Replaced the prerequisite of 'Electronics' to 'Automation Science Pack Mk. II' in 'Fast inserter' - Added 'Automation Science Pack Mk. II' as a prerequisite of 'Steel processing' Features: - Added 'Get demanded Science Packs for the active research' to 'Virtual Signals' - With this signal used in a 'Constant Combinator' (with any count), that 'Constant Combinator' will able to set its signals to cover the demands of the actual research - 'Constant Combinator' updates only happens, when a research is finished or changed, it does not updates instantly - Note that, on each 'Constant Combinator' update, the content of it is erased
Version: 0.0.2 Date: 2020-12-07 Info: - Added changelog Balances: - Added 'Electric Engine' as 'Chemical Science Pack Mk. II' prerequisite Bug fixes: - 'Chemical Science Pack Mk. II' item 'icon_mipmaps' set to '3' from '4' - Allowed 'Productivity Modules' to be used with the new science packs - Allowed 'Labs' to accept the new science packs
Version: 0.0.1 Date: 2020-12-06 Info: - Initial release Locale: - English Features: - Added recipes, items, technologies for new tiers of science pack - Automation Science Pack Mk. II-IV - Logistic Science Pack Mk. II,III - Military Science Pack Mk. II,III - Chemical Science Pack Mk. II These science packs should automatically insert themselfs into the 'Tech tree' by their prerequisites, and take over the unlocked sciences by those Balances: - 'Uranium ammo' prerequisites changes - Replaced 'Military 4' with 'Military 3' (To let 'Military Science Pack Mk. II' use 'Uranium ammo', 'Cluster grenade' as an ingredient, and making sure to not making a loop in the tech tree) - Added 'Utility Science Pack' for requirement (Science cost stays this way at normal) - 'Automation 2' prerequisites change - Replaced 'Electronics' with 'Automation Science pack Mk. II' (For making sure to use the new tier of science pack) - 'Robotics' prerequisites change - Added 'Logistic Science Pack Mk. II' ('Robotics' should use the higer tier science pack) - 'Logistic System' prerequisites changes - Added 'Automation Science Pack Mk. IV' ('Logistic System' should use the higer tier science pack) - Added 'Logistic Science Pack Mk. III' ('Logistic System' should use the higer tier science pack) - 'Spidertron' prerequisites changes - Added 'Automation Science Pack Mk. III' ('Spidertron' should use the higer tier science pack) - Added 'Logistic Science Pack Mk. III' ('Spidertron' should use the higer tier science pack) - 'Rocket Silo' prerequisites change - Added 'Logistic Science Pack Mk. III' ('Rocket Silo' should use the higer tier science pack) - 'Stronger Explosives 7' prerequisites change - Added 'Military science pack Mk. III' ('Stronger Explosives infinite research' should use the higer tier science pack) - 'Physical Projectile Damage 7' prerequisites change - Added 'Military science pack Mk. II' ('Physical Projectile Damage infinite' research should use the higer tier science pack) - 'Energy Weapons Damage 7' prerequisites change - Added 'Military science pack Mk. II' ('Energy Weapons Damage infinite research' should use the higer tier science pack) - 'Worker Robots Speed 6' prerequisites change - Added 'Automation Science Pack Mk. IV' ('Worker Robots Speed infinite research' should use the higer tier science pack)