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
13 hours ago
0.13 - 2.1
3.16K
Logistics Trains Combat Character Mining Fluids Logistic network Manufacturing Cheats

g Some ideas

12 days ago

Hello, just some ideas what to inculde. Ice platform productivity included in landfill tech, maybe also include space platform foundation? Maybe this should be a seperate tech. Maybe somehow include Capture bot rocket in rocket prod tech or create seperate tech? Pentapod eggs productivity included in breeding productivity. Add nutrients productivity tech. Also some more controversial and not very balanced: Inserter capacity, Belt capacity, Belt speed (if that is even possible.) Thank you for the great mode, it makes the game more flexible and also interesting as I dont have to click like 5 same technologies all over again but actually have freedom what to choose and upgrade.

12 days ago

hey thanks for the feedback, I'm away for the weekend and on my phone but as soon as I get back I'll: add what can be added, figure out what can't, and maybe I'll enable all the default-off techs like inserter capacity and spoilage prevention... I'll get back to ya

10 days ago

To add to that list of ideas, something like more follower robot count. It just seem odd to how that research only gets 3 levels. Thanks for the mod, i actually have a reason for a megabase instead of just research more science productivity.

3 days ago
(updated 3 days ago)

Ive added ice platforms and space platforms to the landfill tech, i added nutrients and capture bot techs
Pentapod eggs should be in the breeding prod, and follow count should already have a vanilla infinite tech

Inserter capacity we have, ive just now enabled it by default... but it is risky, it can screw up high speed blueprints

Belt stack capacity is possible but it doesnt show up graphically beyond 4 items and can get funky if your inserters arent also stacked higher; and belt speed requires creating a new version fo each belt for each speed level, so those probably will stay out of it, or at least disabled by default

Stay tuned for the update and let me know what ive botched, cheers guys

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