Player count based research speed and productivity

by Yenz

This mod dynamically adjusts the research speed and productivity based on the current count of online players. It allows to slow down or even stop the research in case none or only a few players are online.

Tweaks
a month ago
0.18 - 2.0
789
Owner:
Yenz
Source:
https://github.com/JensForstmann/fact...
Homepage:
https://github.com/JensForstmann/fact...
License:
MIT
Created:
4 years ago
Latest Version:
1.1.3 (a month ago)
Factorio version:
0.18 - 2.0
Downloaded by:
789 users

Factorio Mod: Player count based research speed and productivity

Factorio Mod Portal

Description

This mod dynamically adjusts the research speed and productivity based on the current count of online players. It allows to slow down or even stop the research in case none or only a few players are online.

The speed and productivity multiplier is configurable for 0, 1, 2, 3, 4 and 5+ players.

Calculation

A setting of 1 will not change the speed, a setting of 0 will always disable the research.

The configured setting will be applied multiplicative after the ingame bonus for research speed.

Example: If you have researched all lab research speed, the lab would normally display "3.5 (+250%)". If the current multiplier would be 0.5 your lab speed would become "1.75 (+75%)".

Productivity Multiplier

In vanilla there is no productivity bonus research. Having a productivity multiplier of 1 will not change it. But if you want to grant a bonus when more players are online you can set it to 1.1 (resulting in +10% productivity).

When using other mods which adds research to give you productivity bonus this multiplier will be applied after the researched effect.

Example: If you have +20% productivity but having a productivity multiplier of 0.9 this would result in +8% productivity. (1.2 * 0.9 = 1.08)

Screenshots

settings

several ingame notification examples

example lab with slow speed

example lab with productivity bonus

Uninstalling

Because this mod changes the force's laboratory_speed_modifier and laboratory_productivity_bonus you must go into the mod settings and disable both "enable" checkboxes. This will apply multipliers of 1 (basically reset the values to their correct values based on the current research).

If you already removed the mod and don't want to install it again for proper uninstalling (and do not care about achievements being disabled) you can run the following command:

/c game.player.force.reset_technology_effects()