Research Towns


Nauvis was never empty. There are no labs - research happens in the town halls of its people. Find their towns, become their partner and supply them with science packs, goods, fluids and power. Towns grow through five eras, specialize in basic materials (productivity bonus), clean the air and survive biter attacks as ruins. Compatible with overhaul mods.

Content
a month ago
2.0 - 2.1
87
Environment Circuit network Manufacturing Power

i stupid question

a month ago
(updated a month ago)

hey can you have a option to still have labs? Why? Cause why not. Why would you install this mod if you just use vanilla labs? RERAONSFJNASIUNC EIWQ (also because i'd like to have options) Also because uh...mods need the lab for funny buildings.)

a month ago

The mod replaces the laboratories for the sake of replacement; if it were possible to build laboratories outside the city as well, the mod would lose its purpose.

a month ago
(updated a month ago)

The mod replaces the laboratories for the sake of replacement; if it were possible to build laboratories outside the city as well, the mod would lose its purpose.

imean i know that. But what about mods that need labs? (and truthfully, i feel the cities are essencially better labs. UPGRADEABLE labs even. I feel that people would eventually float to cities anyways if they install the mod.(there's a reason why this is a stupid question xd)) I'm not asking for labs to always exist, just a option to flick if per say, you need labs for a recipie.

a month ago

My philosophy when creating mods is to ensure they’re compatible with most other mods, which is why I choose large modpacks such as Pyanodon, Bobs, etc., so that they work in harmony with them -> if you come across one where it doesn’t work properly -> let me know and I’ll sort it out.

a month ago
(updated a month ago)

My philosophy when creating mods is to ensure they’re compatible with most other mods, which is why I choose large modpacks such as Pyanodon, Bobs, etc., so that they work in harmony with them -> if you come across one where it doesn’t work properly -> let me know and I’ll sort it out.

https://mods.factorio.com/mod/simply-greenhouse needs a lab to make the greenhouse. Funny in my opinion (It works because i plan on finding labs spawned in the world by a ruins mod)

i cant say this hard enough this enough: this is a stupid question. Mod is beautiful in my opinion (Also gives wood a reason to be mined...for better or worse)

a month ago

My philosophy when creating mods is to ensure they’re compatible with most other mods, which is why I choose large modpacks such as Pyanodon, Bobs, etc., so that they work in harmony with them -> if you come across one where it doesn’t work properly -> let me know and I’ll sort it out.

https://mods.factorio.com/mod/simply-greenhouse needs a lab to make the greenhouse. Funny in my opinion (It works because i plan on finding labs spawned in the world by a ruins mod)

i cant say this hard enough this enough: this is a stupid question. Mod is beautiful in my opinion (Also gives wood a reason to be mined...for better or worse)

Hi, thanks for the feedback – this is exactly what I need to clarify all the options, and I can see an elegant solution here -> the mod you mention lists LAB as a raw material, so how about, instead of using LAB as a raw material, simply breaking it down in the recipe into the raw materials from which LAB is made? That way, both my mod and the Greenhouse mod will work. Is that OK with you?

a month ago

I couldn’t resist and I’ve made a small update regarding your issue.
I’ve made a note of it for future work. Thanks a lot.

a month ago

My philosophy when creating mods is to ensure they’re compatible with most other mods, which is why I choose large modpacks such as Pyanodon, Bobs, etc., so that they work in harmony with them -> if you come across one where it doesn’t work properly -> let me know and I’ll sort it out.

https://mods.factorio.com/mod/simply-greenhouse needs a lab to make the greenhouse. Funny in my opinion (It works because i plan on finding labs spawned in the world by a ruins mod)

i cant say this hard enough this enough: this is a stupid question. Mod is beautiful in my opinion (Also gives wood a reason to be mined...for better or worse)

Hi, thanks for the feedback – this is exactly what I need to clarify all the options, and I can see an elegant solution here -> the mod you mention lists LAB as a raw material, so how about, instead of using LAB as a raw material, simply breaking it down in the recipe into the raw materials from which LAB is made? That way, both my mod and the Greenhouse mod will work. Is that OK with you?

yeah. I also wana ask if you could have a option to turn that off, but have it on by default...why? I DONT KNOW I GOT BETS SOEMONES GOING TO ASK (??????????...honestly probaly not. But if someone really wanted that, would you put that into consideration?). Also i appreciate the solution, i think it'll work fine.

a month ago

I understand that mods are there to improve the game the way we, the players, want it, but it’s also true that you can’t please everyone – then again, I didn’t want the game to be too easy, or for players to be able to make things easier for themselves with ‘off’ functions. I want to build on this mod with further mods, and perhaps one day we’ll see a modpack.
You can’t please everyone. I’ll hold off on any major upgrades so as not to take a series of small steps when things are working fine. Is that OK with you?

a month ago

I understand that mods are there to improve the game the way we, the players, want it, but it’s also true that you can’t please everyone – then again, I didn’t want the game to be too easy, or for players to be able to make things easier for themselves with ‘off’ functions. I want to build on this mod with further mods, and perhaps one day we’ll see a modpack.
You can’t please everyone. I’ll hold off on any major upgrades so as not to take a series of small steps when things are working fine. Is that OK with you?

honestly your fine. In my opinion, the research towns are essencially upgraded better labs with a upkeep requirement that actually makes wood important. I could see someone who uses a research multiplier per researched thing going for both labs and towns. The main problem i was running into was already fixed by you so im happy.

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