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

g linear cost growth?

a month ago

as far as i can tell, all research costs currently scale exponentially. could you add settings for having linearly increasing costs for specific technologies?

a month ago

testing it now, ill see what i can do, stay tuned

a month ago

alright :3

3 days ago

check out the latest updates, ive added a linear term to the cost growth model so you can set multiplier to 0 or 1 or anyting and also add any linear offset per level

3 days ago

yay, thanks :3

i think it'd also be nice if it was possible to bulk-set all the settings, as well as have base costs be determined by the costs of the previous technologies. i'd like to be able to do things like deciding that all of the techs from this mod should cost twice as much as all the prerequisites together, and increase by half of said total cost for every level. do you think something like that would be possible?

also, it seems that running this mod together with recycler progression has the tech tree break. a bunch of lategame techs that require all science packs would seem to require only logistics science and the first recycler tier to be unlocked.

3 days ago

yes ill add this to the list of things to investigate, let me know if you think of anyhting else, ill keep you posted

2 days ago

alright 😊

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