More Infinite Research
Adds customizable repeatable late-game research for productivity, speed, logistics, combat, player bonuses, robots, spoilage, and cargo logistics.
It is built for players who want more long-term scaling for late-game megabases, long-running Space Age saves, and modded playthroughs without turning the mod into a full content overhaul.
At a Glance
- Adds many configurable infinite productivity researches for vanilla, Space Age, and compatible modded production chains.
- Adds repeatable player, robot, weapon-speed, cargo-logistics, and selected vanilla technology bonuses.
- Startup settings let you enable, disable, cap, or rebalance every generated research.
- Optional prototype-limit dropdowns can explicitly adjust recipe productivity, energy-use, pollution, speed, quality, and recycling limits.
- Adds a Research productivity chain when no recognized equivalent infinite lab-productivity technology already owns that bonus.
- Adopts safe mod-added recipes into configured vanilla Space Age productivity families instead of creating parallel research.
- Factorio 2.0/2.1 editions include the Research Library for browsing research, its benefits, the queue, and effective settings.
MIR discovers the active technology, recipe, item, fluid, science-pack, and laboratory environment late in the prototype stage. It creates or adopts research only when ownership, target capability, progression, and safety checks permit it. Unsupported or ambiguous subjects are preserved, omitted, or reported instead of being forced into an invalid technology tree.
Main Features
- Configurable recipe and fluid productivity research.
- Infinite or bounded continuations for supported technologies.
- Direct bonuses for logistics, weapons, robots, laboratory research, player attributes, and Space Age cargo systems where supported.
- Per-family enablement, cost, growth, maximum level, research time, effect scaling, science policy, and compatibility controls.
- Target-aware science-pack and laboratory reachability.
- Stable generated technology identities and version-specific upgrade migrations.
- Safe external-owner adoption and duplicate-effect prevention.
- Explicit diagnostics for skipped, preserved, conflicting, or unsupported behavior.
Open the Research Library with the hideable MIR shortcut or /mir-research. Search, sort, filter or personally hide research; inspect benefits, requirements, the queue, effective settings, and diagnostics. Research selection and queue changes use Factorio's native screen, not a separate Library queue editor.
The mod adds repeatable recipe productivity for many things vanilla does not fully cover, including:
- Plates, gears, sticks, copper cable, circuits, batteries, sulfur, explosives, engines, robot frames, plastic, low density structures, and rocket fuel.
- Belts, underground belts, splitters, inserters, rails, walls, gates, landfill, artificial soil, molten metals, concrete, furnaces, mining drills, solar panels, and accumulators.
- Bullets, shotgun shells, cannon shells, artillery shells, railgun ammo, rockets, grenades, cluster grenades, and armor components.
- Modules, science packs, and compatible modded science packs found in active labs.
- Space Age materials such as tungsten, lithium, carbon, carbon fiber, ice, holmium, supercapacitors, superconductors, quantum processors, bioflux, bacteria cultivation, and breeding-related recipes.
Most simple productivity researches give +10% productivity per level. Larger grouped researches use smaller bonuses for stronger or higher-tier items. Named overhaul material families normally give +2%: levels 1–3 first, with a separate level-4 continuation only where later science, ownership, and useful productivity headroom permit it.
More Repeatable Bonuses
The mod can add infinite research for:
- Character mining speed, crafting speed, walking speed, inventory slots, logistic trash slots, and reach/build distance.
- Worker robot battery capacity.
- Rocket, cannon, flamethrower, electric, and Space Age Tesla weapon shooting speed.
- Cargo bay unloading distance and cargo landing pad count with Factorio 2.1 and Space Age.
- Scripted Space Age agricultural growth speed and spoilage preservation, both enabled by default and individually configurable.
More Vanilla Tech Continuations
Several vanilla technology chains can continue past their normal final level:
- Braking force.
- Lab research speed.
- Worker robot storage.
- Weapon shooting speed.
- Laser shooting speed.
- Inserter capacity bonus, enabled by default; review it before loading circuit-sensitive factories.
Technology Catalog
This catalogue describes Factorio 2.0/2.1. Older editions omit modern recipe-productivity and Research Library features; Space Age is optional.
Research requires the appropriate content and must pass recipe, ownership, progression, and safety checks. "On" means enabled by default, not guaranteed to appear. "Off" means opt-in. Listed science additions remain subject to science-policy and laboratory checks.
Recipe Productivity
| Technology | Effect per level | Default | Unique notes |
|---|---|---|---|
| Copper plate productivity | +10% productivity for copper plate recipes |
On | Skips hidden and recycling recipes. |
| Iron plate productivity | +10% productivity for iron plate recipes |
On | Skips hidden and recycling recipes. |
| Steel plate productivity | +10% for steel plate recipes |
On; existing owner preferred | Preserves Space Age's native productivity owner. |
| Iron gear wheel productivity | +10% productivity for iron gear wheel recipes |
On | Avoids scrap-input recipes. |
| Iron stick productivity | +10% productivity for iron stick recipes |
On | Avoids scrap-input recipes. |
| Copper cable productivity | +10% productivity for copper cable recipes |
On | Avoids scrap-input recipes. |
| Electronic circuit productivity | +10% productivity for electronic circuit recipes |
On | Adds electromagnetic science when available. |
| Advanced circuit productivity | +10% productivity for advanced circuit recipes |
On | Adds electromagnetic science when available. |
| Processing unit productivity | +10% productivity for processing unit recipes |
On; existing owner preferred | Uses processing unit unlock technology art. Space Age's vanilla productivity chain stays authoritative. |
| Plastic productivity | +10% productivity for plastic recipes |
On; existing owner preferred | Adds agricultural science when available. Space Age's vanilla plastic productivity stays authoritative. |
| Sulfur productivity | +10% productivity for sulfur recipes |
On | Adds metallurgic science when available; avoids asteroid-input recipes. |
| Battery productivity | +10% productivity for battery recipes |
On | Adds electromagnetic science when available. |
| Explosives productivity | +10% productivity for explosives and bio-explosives recipes |
On | Adds metallurgic science when available. |
| Engine unit productivity | +10% productivity for engine unit recipes |
On | Adds metallurgic science when available. |
| Electric engine unit productivity | +10% productivity for electric engine unit recipes |
On | Adds electromagnetic science when available. |
| Flying robot frame productivity | +10% productivity for flying robot frame recipes |
On | Adds electromagnetic science when available. |
| Low density structure productivity | +10% productivity for low density structure recipes |
On; existing owner preferred | Space Age's vanilla low density structure productivity stays authoritative. |
| Rocket fuel productivity | +10% productivity for rocket fuel recipes |
On; existing owner preferred | Uses rocket fuel unlock technology art. Space Age's vanilla rocket fuel productivity stays authoritative. |
| Oil processing productivity | +10% productivity for basic oil processing, advanced oil processing, and coal liquefaction recipe families |
On | Owns multi-output oil-processing recipes as one process family. Adds cryogenic science when available. |
| Oil cracking productivity | +10% productivity for heavy oil cracking and light oil cracking |
On | Uses oil processing technology art and stays separate from multi-output oil processing. Adds agricultural science when available. |
| Lubricant productivity | +10% productivity for lubricant recipes |
On | Excludes barrel-emptying recipes. Includes Space Age biolubricant when present. Adds electromagnetic science when available. |
| Sulfuric acid productivity | +10% productivity for sulfuric acid and acid neutralization recipes |
On | Uses sulfuric acid fluid art and excludes barrel-emptying recipes. Adds metallurgic science when available. |
| Thruster fuel productivity | +10% productivity for Space Age thruster fuel recipes |
On when fluid exists | Covers basic and advanced thruster fuel recipes when present. |
| Thruster oxidizer productivity | +10% productivity for Space Age thruster oxidizer recipes |
On when fluid exists | Covers basic and advanced thruster oxidizer recipes when present. |
| Tungsten productivity | +10% productivity for tungsten plate and tungsten carbide recipes |
On when recipes exist | Adds metallurgic science when available. |
| Lithium productivity | +10% productivity for lithium plate recipes; +5% for lithium from brine |
On when recipes exist | Adds cryogenic science when available. |
| Holmium productivity | +10% productivity for holmium plate recipes |
On when recipes exist | Adds electromagnetic science when available. |
| Supercapacitor productivity | +10% productivity for supercapacitor recipes |
On when recipes exist | Adds electromagnetic science when available. |
| Superconductor productivity | +10% productivity for superconductor recipes |
On when recipes exist | Adds electromagnetic science when available. |
| Quantum processor productivity | +10% productivity for quantum processor recipes |
On when recipes exist | Adds cryogenic science when available. |
| Carbon productivity | +10% productivity for carbonic asteroid crushing and compatible carbon-output recipes; +5% for burnt spoilage; +2% for coal synthesis |
On when recipes exist | Adds space science when available. |
| Carbon fiber productivity | +10% productivity for carbon fiber recipes |
On when recipes exist | Adds agricultural science when available. |
| Ice productivity | +10% productivity for oxide asteroid crushing and compatible ice recipes |
On when recipes exist | Adds space science when available. |
| Bioflux productivity | +10% productivity for bioflux recipes |
On when recipes exist | Adds agricultural science when available. |
| Nutrients productivity | +10% for nutrients from yumako mash, bioflux, and biter eggs |
On with Space Age | Excludes spoilage recovery. |
| Bacteria cultivation productivity | +10% productivity for iron and copper bacteria cultivation recipes |
On when recipes exist | Uses bacteria cultivation technology art. Adds agricultural and cryogenic science when available. |
| Breeding productivity | +10% productivity for raw fish, biter egg, pentapod egg, and cultivation/culture/breeding recipes except dedicated bacteria cultivation recipes |
On when recipes exist | Adds agricultural and cryogenic science when available; avoids broad biochamber category matching so unrelated biochamber recipes are not swept in. |
| Grenade productivity | +10% for grenades; +5% for cluster grenades |
On | Adds military and space science when available. |
| Wall productivity | +10% for stone walls; +5% for gates |
On | Uses the Gate technology art. |
| Landfill productivity | +10% for landfill; +5% for foundation |
On when recipes exist | Uses landfill technology art. Adds metallurgic and space science when available. |
| Platform productivity | +10% ice platforms; +5% space-platform foundations |
On with required Space Age content | Separate from landfill/foundation. |
| Artificial soil productivity | +10% for artificial soils; +5% for overgrowth soils |
On when recipes exist | Uses artificial soil technology art. Adds agricultural and space science when available. |
| Molten metals productivity | +10% for iron and copper from lava; +5% for iron and copper ore melting |
On when recipes exist | Uses foundry technology art. Adds metallurgic science when available. |
| Rail productivity | +10% productivity for rail recipes; +5% for Elevated Rails supports; +2% for Elevated Rails ramps when present |
On | Uses strict rail matching and prefers Elevated Rails technology art when available. |
| Concrete productivity | +10% for stone brick; +5% for concrete; +2% for refined concrete |
On | Includes hazard concrete variants. |
| Furnace productivity | +20% for stone furnaces; +10% for steel furnaces; +5% for electric furnaces; +2% for foundries |
On | Adds metallurgic science when available. |
| Mining drill productivity | +20% for burner drills; +10% for electric drills; +5% for big, Omega-style, and broader modded drill outputs |
On | Covers Omega Drill style omega-drill and omega-tau recipes. |
| Electric energy productivity | +10% for solar panels/accumulators; +5%, +2%, and +1% for selected higher tiers |
On | Includes selected Advanced Solar HR, SE space-solar/accumulator, solar-matrix, and accumulator-v2 products when admitted. |
| Bullet productivity | +10% basic firearm/shotgun ammo; +5% piercing; +2% uranium; +1% selected advanced ammo |
On | Includes named Bob magazines/shotgun shells and plutonium/tungsten patterns; this improves ammunition manufacture, not damage. |
| Cannon shell productivity | +10% cannon shells; +5% explosive shells; +2% uranium shells; +1% artillery, railgun, and selected modded ammo |
On | Formerly Heavy ammunition productivity; internal ID preserved. Includes named Bob scatter/artillery shells, not the buildings that fire them. |
| Rocket productivity | +10% rockets; +5% explosive rockets; +2% atomic bombs; +1% selected advanced rockets/bombs |
On | Includes named Bob rocket variants and plutonium bombs. Adds agricultural and military science when available. |
| Capture bot rocket productivity | +10% for capture-robot-rocket crafting |
On with Space Age | Separate from combat-rocket productivity. |
| Armor component productivity | +5% armor plating patterns; +2% armor plate patterns |
On when recipes exist | Supports armor/armour spelling variants. |
| Module productivity | +10% tier 1 modules; +5% tier 2; +2% tier 3; +1% tier 4 and above |
On | Discovers declared module tiers, including quality modules when active. Quality remains a hidden optional load-order dependency. |
| Transport belt productivity | +10% yellow; +5% red; +2% blue; +1% turbo; +0.5% hyper and eligible structural fallback families |
On | Covers belts, underground belts, splitters, and compatible loaders. Unfamiliar families still require eligible recipes and must not explicitly deny productivity. |
| Inserter productivity | +10% basic/burner; +5% fast/long-handed; +2% bulk; +1% stack and eligible modded fallback inserters |
On | Structural fallback respects explicit recipe productivity denial. Adds space science when available. |
| Science pack productivity | +10% productivity for science pack recipes |
On | Targets vanilla, Space Age, and compatible modded lab-input science packs, including ATAN-style Nuclear Science packs when visible. Uses Space Age research-productivity art when available and white space-science technology art otherwise. |
| Air Scrubbing clean-filter productivity | +5% clean-filter crafting |
On with matching integration | Excludes scrubbing, cleaning, and recovery. |
| Ash separation productivity | +5% ATAN Ash separation |
On with matching integration | Excludes other ash sinks and recovery recipes. |
| Bob/Angel material productivity — 16 families | +2% on admitted producing recipes |
On when admitted | Aluminium, gold, lead, nickel, platinum, silver, tin, titanium, copper tungsten, zinc, bronze, brass, gunmetal, invar, cobalt steel, and nitinol. Selected gold/silver/platinum wire routes depend on the exact ecosystem; not every plate, casting, or coil route is covered. |
| K2 material productivity — six families | +2% on admitted producing recipes |
On when admitted | Rare metals, Imersite powder, silicon, glass, black reinforced plates, and white reinforced plates. K2SO's existing crystal-productivity owner is preserved. Routes and continuations vary by K2/K2SO version. |
| Other conditional overhaul families | +2% on admitted recipes |
On when admitted | Angel nitric/hydrochloric/hydrofluoric acid and glycerol; Py acid gas, glycerol, logs, wood, and treated wood; RIC Marine biomass-to-coke (three levels). Native production/save validation remains incomplete; these are not full-overhaul support claims. |
| Assembling-machine and lab manufacturing productivity | +2% on eligible crafting recipes |
Off / experimental | Requires experimental automatic-family creation; not machine speed or research productivity. |
Direct, Scripted, And Bonus Research
| Technology | Effect per level | Default | Unique notes |
|---|---|---|---|
| Research productivity | +10% lab research productivity |
On unless a recognized infinite owner exists | Uses the native laboratory-productivity modifier; preserves Space Age and recognized third-party equivalents. |
| Spoilage preservation | 1.01x global spoil time per completed level, within the engine limit |
On with Space Age | Experimental, global/map-wide effect using the highest eligible force level. Existing stacks may retain their current deadlines; review before loading timing-sensitive factories. |
| Agricultural growth speed | 1.01x growth speed per completed level, capped at 10x |
On with Space Age | Applies to newly planted agricultural-tower crops; existing planted crops are not globally rescanned. Adds agricultural, electromagnetic, and cryogenic science when available. |
| Character inventory slots | +1 inventory slot and +1 logistic trash slot |
On | Merges the old separate trash-slot research into one combined technology. A migration preserves old trash-slot progress. |
| Worker robot battery | +10% worker robot battery capacity |
On | Gentler default cost growth. Preserves the recognized Better Bot Battery infinite owner rather than stacking another battery research. |
| Cargo bay unloading distance | +10 maximum unloading distance tiles |
On with Factorio 2.1 + Space Age | Requires Space Age unloading bay content. Uses the unloading bay unlock technology art and official base and Space Age science packs. |
| Cargo landing pad count | +1 landing pad per surface |
On with Factorio 2.1 + Space Age | Special Space Age logistics research. Uses Space platform technology art. Very expensive by default. |
| Rocket shooting speed | +10% shooting speed for rocket ammo category |
On | Separate dedicated speed research using electromagnetic science when available. |
| Cannon shooting speed | +10% shooting speed for cannon-shell ammo category |
On | Separate dedicated speed research using electromagnetic science when available. |
| Flamethrower shooting speed | +10% flamethrower shooting speed |
On | Includes flamethrower turret-style weapons. |
| Electric shooting speed | +10% shooting speed for eligible electric and Tesla ammo categories |
On when prerequisites exist | Discharge defense and Tesla guns/turrets are checked separately for existing owners. Uses a speed badge, not a damage badge. |
| Character mining speed | +5% mining speed |
On | Uses late-game utility/military/agricultural/electromagnetic science when available. |
| Character crafting speed | +5% crafting speed |
On | Direct character bonus. |
| Character walking speed | +5% running speed |
On | Direct character bonus. |
| Character reach bonus | +10 reach, build distance, resource reach, and item drop distance |
On | Special character bonus. Uses the pickaxe/mining-speed icon. |
Vanilla Technology Continuations
| Technology | Effect | Default | Unique notes |
|---|---|---|---|
| Braking force | Continues vanilla braking-force bonuses infinitely | On | Inherits the vanilla chain and adds space science when available. |
| Lab research speed | Continues vanilla lab research speed infinitely | On | Can add all active lab science packs depending on settings. |
| Worker robot storage | Continues vanilla robot cargo capacity infinitely | On | Skips when an equivalent infinite extension already exists. |
| Inserter capacity bonus | Continues inserter stack/bulk capacity bonuses | On | Default increments are +2 non-bulk and +4 bulk/stack. Larger hand sizes can disrupt circuit-controlled transfers and blueprint assumptions; disable this continuation when those must remain unchanged. |
| Weapon shooting speed | Continues vanilla general weapon shooting speed infinitely | On | Finite vanilla tank cannon and rocket bonuses are preserved. Optional cleanup can separate rocket/cannon bonuses into dedicated MIR technologies. |
| Laser shooting speed | Continues vanilla laser shooting speed infinitely | On | Copies vanilla laser-speed effects. |
Settings Worth Knowing
Research-generation and balance settings require a restart; Research Library view preferences do not. Existing saves may retain settings different from fresh defaults.
For most generated research you can change:
- Whether the research is enabled.
- The first-level cost.
- Additive cost per level and the exponential cost multiplier.
- The effect per level; grouped effect tiers scale together.
- The maximum level, where
0removes the user-selected cap; engine limits and staged-family useful limits still apply. - The research unit time, not the total completion time.
Other useful settings:
- Main: require game completion before generated technologies, choose science packs, choose lab compatibility, and prefer MIR for duplicate infinite research.
- Compatibility: control weapon-speed overlap, pipeline extent scaling, experimental unrestricted modules, and the default-off non-zero power floor workaround. In 4.2.1+, inactive DLC icon providers always use fallback artwork, even with an old saved/imported icon opt-in.
- Limits: adjust recipe productivity, energy-use, pollution, minimum speed, speed/quality effects, and recycling returns. Unchanged options preserve engine values. Unrestricted modules do not add module slots.
- Diagnostics: log generated/skipped technologies, recipe matches, or scripted effects for troubleshooting.
- Advanced: default-off passive repair for eligible player/allied walls and gates on Factorio 2.0/2.1; not maximum-health research.
MIRSET1 profiles override effective startup values: export through the Library or /mir-settings-export, then use mir-settings-profile-import and restart. Automatic recipe attachment is enabled by default; new automatic-family creation is a separate, default-off option.
Compatibility
The mod scans your active mod set and only creates research when the needed recipes, items, technologies, ammo categories, labs, and science packs exist.
This helps it work with:
- Base Factorio and optional Space Age content.
- Custom science-pack and custom lab mods.
- Advanced Solar HR.
- Better Robots Extended.
- Fluid Quality Imprinting.
- Omega Drill style drill mods.
- Plates n Circuit Productivity.
- OCs Ammo and Armor and OCs Stone Casting.
- Quality and Elevated Rails content when enabled with their required dependencies.
- Castra and PlanetLib-style planet or science-pack mods.
- Standalone big mining drill mods through Mining drill productivity.
- AAI-style loader crafting recipes through Transport belt productivity.
- ATAN-style Nuclear Science packs through science-pack productivity.
- Panglia-style planet mods that add alternate rocket fuel or low density structure recipes.
- Air Scrubbing clean-filter recipes, with scrubbing and cleaning recipes deliberately excluded.
- The scoped Bob/Angel, K2/K2SO, and conditional chemical/forestry families listed above.
- Space Is Fake level-seven weapon/research-speed continuations, and Secretas/Frozeta continuation paths.
When this mod is set to prefer its own overlapping research, it only removes known competing infinite technologies that are fully covered by generated More Infinite Research effects. Finite upgrade chains from other mods are left alone. Vanilla Space Age productivity families remain authoritative where safe, so mod-added rocket fuel or low density structure recipes can be appended to the vanilla infinite technology instead of receiving duplicate-looking MIR research.
Compatibility is broad, but not guaranteed for every overhaul. Mods that change recipes or labs very late in loading may still need load-order compatibility. MIR claims remain specific to the documented recipes, targets, and environments; a successful load or a declared family is not complete overhaul, progression, or multiplayer qualification.
For maintainers and pack authors, the repository includes focused source checks, diagnostic exports, and selected native compatibility tests. Current native runs use explicitly configured engines and read-only archive libraries, with private writable output. Older sweep commands require the documented current-runner setup; collecting a report does not automatically enable new compatibility or prove an entire modpack.
Troubleshooting
If a technology is missing:
- Check that the technology is enabled in startup settings.
- Check that the required content exists, especially for Space Age-only research.
- Check that one available lab can use the complete required science set.
- Check whether another mod already provides the same kind of infinite research, and whether a MIRSET1 profile overrides the visible settings.
- Enable
Log generated and skipped technologiesfor more detail infactorio-current.log.
If a recipe did not receive productivity:
- The recipe may be hidden, recycled, or outside the matched item group.
- Another mod may have changed the recipe after this mod scanned it.
- The recipe may explicitly disallow productivity, fail a process/ownership check, or already be at its effective productivity cap.
- Enable
Log recipes matched by productivity technologiesto see which recipes were matched.
Crafting productivity increases manufactured output, not drill yield or solar-panel power. Science-pack productivity makes more packs; Research productivity improves lab research. Reports should include MIR/Factorio versions, mods, settings, and factorio-current.log.