RP Rebalanced Technology Costs


Algorithmically changes the costs of technologies and increases your usage of basic science packs when researching advanced techs. Both features are optional and have several algorithms to choose from. See the mod portal for details, examples, and graphs.

Tweaks
14 days ago
1.1 - 2.0
184
Manufacturing
Owner:
raspberrypuppies
Source:
N/A
Homepage:
N/A
License:
Attribution-NonCommercial-NoDerivatives 4.0 International
Created:
10 months ago
Latest Version:
2.0.1 (14 days ago)
Factorio version:
1.1 - 2.0
Downloaded by:
184 users

Have you ever been disappointed that you never needed to scale up red and green science? Or did you do it without thinking and now your beautiful inserter factory sits idle as a monument to premature optimization? Well, now you can put that factory to use with this mod.

Or do you play heavily modded games and the technology costs just don't make sense? Do your artillery upgrades cost 1000's of science when other end-game tech is much cheaper? This mod will even out the technology cost curves just the way you like them.

All features are optional and there are several ways to tweak them to exactly your liking.

I highly recommend playing with a mod like Science Pack Dependencies or Tech Tree Trimmer to add/remove missing dependencies from heavily modded games

Ingredient Functions

TLDR: "Tiered" seems to give the best ingredient function results

Ingredient functions change how much of each science pack type you need to research a technology. This will put an ever-increasing strain on your entire base to keep running at full speed. The costs are algorithmically determined and should support most mods.

  • "Tiered" ingredient depth functions seem to have more intuitive results because they don't punish non-linear tech trees as much. This function looks at the total number of science packs needed to reach a given technology. This function considers vanilla's black & blue sciences to be the same weight, and purple & yellow to be the same weight because they do not directly depend on each other.

  • "Full Tree" ingredient depth functions look at the full dependency tree of a technology to weight science packs instead of just gateway technologies. This function considers all vanilla techs to have different priorities.

Overall Cost Functions

TLDR: "Full Tree" seems to give the best overall cost function results (you don't need to pick the same function for both features)

These change the top-level cost of the technology, and again this can be fully disabled if you don't like it. The core function is as follows:

cost = ((user_set_max - user_set_min) * (percentage_through_tree)^user_set_exponent + user_set_min) * tech_effect_bonuses

On the surface, this is a basic linear function but with two important pieces:

  • percentage_through_tree this is determined by sorting all the technologies through either of the depth functions described in the ingredients section

  • tech_effect_bonuses modifies the tech's cost based on what it unlocks. The exact numbers are subject to change, but the basic idea was to achieve vanilla-like balancing algorithmically. This should help it adapt to mods.

The cost formula is completely skipped for special looking technologies like "spaceship integrity" from SE.