Progressive tech multiplier

by Mernom

An alternative to the tech cost multiplier: instead of a flat increase to all technology costs, it progressivly applies a higher and higher multiplier the deeper in the tech tree the tech is.

Tweaks
11 months ago
1.1 - 2.0
694

b Error loading mods

8 days ago

Tried starting a new run with progressive science in 2.0 and it seems it no longer does the cutoff thing of multiplying the costs of each cycle of research.
where before (in 1.1) it multiplied the researchpacks by 1k or 1m science to not reach the limit of how many cycles a tech may take.
I think all I did was crank the max multiplier for the max tier technology setting to the 100 000 you allowed
the error message below:
Failed to load mods: Error while loading technology prototype "construction-robotics" (technology): Value (510465375000) outside of range. The data type allows values from 0 to 65535 in property tree at ROOT.technology.construction-robotics.unit.ingredients[0][1]
Modifications: Base mod > Progressive tech multiplier

I get a similar error when I set the max tier to 10 and the max multiplier for the max tier to just 1000 with the value 100 000 000 being outside of range.
as for my mods, I picked a bunch to create my own K2SE pack (not listed)
Resetting the settings of course works, but that does mean I'm not getting the desired effect from your mod.

4 days ago

Huh. I didn't think there was a limit to how many ing counts can be had.

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