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
4 hours ago
0.13 - 2.1
5.45K
Logistics Trains Combat Character Mining Fluids Logistic network Manufacturing Cheats

FAQ

If you found a bug or have any problems at all, open a discussion or issue and include all the details you can, I'll try my best.

If I don't respond to your discussion thread within a week, open a GitHub issue or pull request and ping me!

Which MIR version should I install?

Factorio 2.1 → x.y.210zz zip
Factorio 2.0 → x.y.200zz zip
Factorio 1.1 → x.y.110zz zip
Factorio 1.0 → x.y.100zz zip
Factorio 0.17 → x.y.17zz zip

For MIR x.y.z, the packaged zips use the form x.y.fz , where f is the Factorio version code, and patch z is up to two digits.
All release builds for Factorio 1.1 and earlier are missing key features due to lack of engine support for mods.

Does MIR support this mod or modpack?

MIR tries to gracefully support any mod loaded using structural compatibility and exact evidence-backed profiles, but does not guess arbitrary hidden Lua behavior. It can apply certified behavior, preserve an existing owner, request an extension or review, omit an unsupported target surface, or report a hard-safety failure. Basically, the technology generator/compiler needs evidence and playtests, and it can be tuned to support any mod it doesn't already.

Why are some technologies missing or broken?

Typical reasons include another mod taking ownership, an unavailable targeted effect, unreachable science packs, a missing or cyclic prerequisite, a recycling or recovery process exception, or custom semantics requiring an extension or review. Check MIR diagnostics or export a support bundle.

Can I change the research costs, effects, or maximum levels?

Yes. MIR exposes target-appropriate startup settings for research families, costs, growth, time, effect scaling, science policy, and maximum levels. Unsupported settings are omitted or hidden on reduced targets rather than presented as inert controls. You can even change/override/customize the game engine's limits on productivity, pollusion, efficiency, and etc.

Can someone else add MIR support to their mods?

Yes. Check out the GitHub repository and look for the data-only MIR Extension Protocol, schemas, templates, SDK bindings, environment locks, diagnostics, and conformance tools. Extensions cannot bypass hard safety or mutate player prototypes directly, they allow you to provide evidence to and tune the technology compiler, more or less.