Scienceception


Put more science in your science and test your factory's scalability by making old science packs ingredients of new ones.

Content
a month ago
2.0
176
Owner:
Poutinator
Source:
https://github.com/olibombardier/scie...
Homepage:
N/A
License:
MIT
Created:
2 months ago
Latest Version:
1.2.2 (a month ago)
Factorio version:
2.0
Downloaded by:
176 users

If you want to test how scalable your factory is or you want to challenge yourself without a complete overhaul mod (or on top of one), this mod might be for you!

Features

  • Procedurally add a science pack's "parents" in it's ingredients.
  • To help with the increased demand of science packs, you gain acces to productivity research for a pack when you've unlocked all their "children". (Exceptions can be added in the settings)
  • Ingredients are added in the same ratio as the products.
  • For packs made from sending an item in a rocket silo, an intermediate will be returned instead so it can be mixed with the pack's parents in order to craft the actual science pack.

Warining!

Since the content of Scienceception is procedurally generated from the labs, science packs and the tech tree, the recipes additions may change as you add or remove mods that play with those things. Change your mods carefully ;)

Customization

The mod is highly customizable. I think I've chosen sensible values, but the defaults are subject to change and you might want an easier/harder time. You can:

  • Make the recipes include all parent science pack recursively.
  • Prevent specific packs from being used in another one (defaults to preventing cryogenic science to have military science as an ingredient)
  • Prevent specific packs needing to be unlocked to enable a pack's productivity research (defaults to preventing logistic science requiring military science and military from needing promethium)
  • Disable all productivity researches
  • Change the values of productivity researches
  • Allow productivity researches for packs that are not used in other science. (like space science in the base game, defaults to false)

Compatibility

My goal is for this mod to work with any other mod, but, especially with how most planet work, I can't predict all the possible way any arrangements of mod will add, remove or modify science pack and their associated technologies. I tried different combination of mod soups to make sure the mod will at least load most of the time. If you find any incompatibility in the form of crashes, softlocks or anything weird that can't be fixed by modifying the settings, let me know.

I've also added a small API so mods interact a bit with the mod's pack detection and modification. Some features could be added on demand and documentation will be added soon.

Feedback wanted

Feel free to tell me want you think of this mod, I'm more experienced as a web programmer than as a modder or as a Factorio player so insight other than my own is very helpful!

Possible future features

  • A "safe mode" that uses predetermined recipes instead of procedurally generated ones
  • More options on the compatibility API