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 Suggestion to implament a "when upgrade house" option

a month ago

...seriously, pls. It's INCREDIBLY ANNOYING when your thinking your fulfilling the upkeep when in reality your throwing materials for UPGRADES PEOPLE! UPGRADES! And not realizing it. It Just a single button on the goods depot can do. (am i salty about realizing i've been duped? a bit. Please ignore my saltyness, still a really great mod) No problems otherwise thankfully. Also a more vivid description about town upkeep would be nice (IE: "You only need to give the town X amount and it'll use the overflow on upgrades") on both tips and tricks and the goods depot.

a month ago

Thanks for the feedback -> it’s true that I’d somewhat forgotten to include this note: resources are used up when upgrading buildings, and you then need to supply resources continuously to get research going – it was more or less a matter of balancing the fact that, from the very start, you receive bonuses for buildings and that each city actually provides a bonus for the factory... so I thought it would be better to make it conditional on supplying resources.

Even so, in the next update I’ll add this information to the tips and emphasise it. Thanks.

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a month ago

Thanks for the feedback -> it’s true that I’d somewhat forgotten to include this note: resources are used up when upgrading buildings, and you then need to supply resources continuously to get research going – it was more or less a matter of balancing the fact that, from the very start, you receive bonuses for buildings and that each city actually provides a bonus for the factory... so I thought it would be better to make it conditional on supplying resources.

Even so, in the next update I’ll add this information to the tips and emphasise it. Thanks.

Translated with DeepL.com (free version)

...wait you mean my thoughted solution of manipulating inserters using the town board was actually the solution to this? Well, either that, or my current sollusion, which is to slow feed an item individually so i dont immidately use the resources for upgrading by accedent.

a month ago

That’s a great suggestion for improving the mod. I could let people decide whether to upgrade their houses… I’ll add that feature; otherwise, it’s set to automatic – first, house upgrades are completed, and then the resources are allocated to consumption.

a month ago

That’s a great suggestion for improving the mod. I could let people decide whether to upgrade their houses… I’ll add that feature; otherwise, it’s set to automatic – first, house upgrades are completed, and then the resources are allocated to consumption.

truthfully, i'd say you should make a seperate building for this. Why? Just cause. A construction yard/site-isk building for specificly dumping materials in to supply building upgrades. Could go further and select specific options with a gui from the thing too.

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