More Infinite Research


Productivity for intermediates, science packs, final products, spoilage rate, and modded recipes. Bonuses for player stats, robot specs, weapon speed, stack size, cargo landing pads, and more... Override game limits on productivity, efficiency, speed, quality, and recycling. Settings to disable, limit, and rebalance each added research. Designed for vanilla, Space Age, and overhaul mods.

Tweaks
9 hours ago
0.13 - 2.1
4.19K
Logistics Trains Combat Character Mining Fluids Logistic network Manufacturing Cheats

g Krastorio 2 / K2SO Support ?

a month ago

Hey,

Thank you for this mod is really awesome!
I wonder if it would be possible add support to Krastorio 2 and/or Krastorio 2 Spaced Out overhaul mods?

Krastorio 2 Spaced Out is Space Age port of Krastorio 2, it uses K2 as dependency, so I think only K2 support may be enough.

a month ago
(updated a month ago)

Im working on a massive refactor and overhaul of the code to allow me to much more easily and quickly add support for overhaul mods...
Hopefully by this weekend we should have full AAI mods, IR3, and BZ mods support, followed by Space Exploaration, Krastorio 2 and K2SO, Bob's mods, Angel's mods, pY mods...
Then I'll move on to supporting every planet and Space Age only mods...
Lots to test, so it won't be quick but it shouldn't be too hard after this new code rewrite,
Ill keep you posted, cheers

a month ago

Wow that's seems a lot, but it will make this mod pretty complete, that's amazing! Thank you, I can't wait to try it!

9 days ago

Hey,

I wonder, was the compatibility with K2SO applied?

9 days ago

Krastorio 2 modifies the late game techs so no tech uses Red, Green, Military and Blue science,
So when we reach middle game we can dismantle the first 4 science blocks...

It usually does that even for all modded techs, but it seems not working with MIR, the productivity researches from MIR still contain that 4 first sciences that usually are removed by Krastorio

8 days ago

working on this now, should have a patch out in a couple days, thanks for waiting, the MIR 4.0 code rewrite is nearly done, then rapid overhaul and mod support should be coming shortly after

4 days ago

If anyone has any suggestions or requests for ideas for what specific researches and technologies and bonusses to extend and add to overhaul mods (K2, SE, BZ, AAI, Bobs, Angels, Py's, etc.... let me know and ill try to support everyone's requests

4 days ago
(updated 4 days ago)

Hey that's awesome,

I can talk for K2 since it's my favorite overhaul,
Most annoying for the moment is that productivity techs requires red, green, black and blue science, in krastorio2 those sciences are dropped after space science (end game techs do not use red, green, black and blue science in k2).

After that productivity for somethings like: * Rare Metals
*¨Immersite (Krastorio2 Spaced Out already added ininity tech for immersite) * Sillicon * Glass

It would be nice also add Black/White tiles plate in Concrete productivity or having it's own research

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