Science Not Invited

by RedRafe

Choose which science packs will be needed to research technologies. The cost of science packs not used will be evenly distributed among the remaining one(s), other game mechanics remain untouched. This mods opens new ways of designing your base, wether you'd like to build a mega base and research infinite tech without the need to build all the science or complete giant overhaul mod packs skipping some science packs.

Tweaks
3 months ago
1.1 - 2.0
3.08K
Cheats

i Suggestion

2 months ago

Can you make an option to configure each infinity research consume all 7 types of science packs?

2 months ago

It is outside the scope of this mod

2 months ago

Well mod reduces required science packs by now. It could be nice to have an option to increase it as well =)

2 months ago
(updated 2 months ago)

It's not that I can't do it, it's just outside the mod scope :)

This mod removes science packs from the technology tree. If you want to make all endgame techs you can do something like this:

for _, technology_name in pairs({
    'mining-productivity-4',
    'laser-weapons-damage-7',
    'worker-robots-speed-7',
    ...
}) do
    data.raw.technology[technology_name].unit.ingredients = {
        { 'automation-science-pack', 1 },
        { 'logistic-science-pack', 1 },
        { 'chemical-science-pack', 1 },
        { 'military-science-pack', 1 },
        { 'production-science-pack', 1 },
        { 'utility-science-pack', 1 },
        { 'space-science-pack', 1 },
    }
end
2 months ago

I really appreciate you try to help me, but this text means nothing to me since i've never did any mod. I've tried to do it with AI but still 0 understadning of how mods are work or how to create one (got a headache instead). Sorry and thank you )

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