From 8ef3e9b3dc7b8571fa66b9c317cfd4fb2d03d609 Mon Sep 17 00:00:00 2001 From: Xevion Date: Thu, 12 Dec 2024 00:44:48 -0600 Subject: [PATCH] Update README, 0.1.0 release --- README.md | 78 +++++++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 76 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index ba553ce..acd89d0 100644 --- a/README.md +++ b/README.md @@ -7,11 +7,83 @@ A mod for Factorio, providing configurable multipliers for research. - Supports decimal precision multipliers allowing finer controls on research amounts. - Category-based, pack-based, and individual technology multipliers for advanced control. - Categories are more loosely defined groups of technologies, such as "Essential", "Infinite", "Interplanetary"; learn more [here](#Categories). - - Packs are the various science packs in the game; later on this can be updated to include science packs unique to other mods, such as Space Exploration, Krastorio 2, or Bob's/Angel's. - - Individual technologies can be specified using a custom format, see [here](#custom-format) for how it works. + - Expansion Support - [Space Age][space-age] +## Usage + +1. Install the mod via, either via the in-game mod portal, downloading from the [Factorio Mod Portal][factorio-mods-page], or downloading from the [GitHub Releases][github-latest-release]. + + - You do not need to unzip the mod, and you don't want the 'Source code' download. + - For more information on installing mods, see the [Factorio Wiki](https://wiki.factorio.com/index.php?title=Installing_Mods). + +2. Launch the game, and configure the mod settings in the 'Startup' section of the mod settings menu. +3. Once configured, the research costs will be updated upon restart. + +## Mod Compatibility + +I'm still publishing and developing this little tweak mod, so I haven't tested it with anything. Please let me know if you encounter any issues with other mods. + +## Configuration + +The mod settings are located in the 'Startup' section of the mod settings menu. + +_Multipliers_ are numbers (decimal or whole) that multiple the research cost for various technologies. + +- Besides category, pack, and custom multipliers, you can also apply a _global multiplier_. This applies to all technologies, regardless of category or pack. +- Negative numbers and 0 are not valid multipliers. +- Very low multipliers that would otherwise cost a technology to cost less than 1 will have their final cost rounded up to 1. + +For now, _Science Pack Multipliers_ don't modify the individual pack 'ingredient' costs, but rather the total cost of the technology. The last science pack with a non-1.0 multiplier dictates the technology pack's cost. + + + + + +## Order + +Multipliers are applied in a specific order, and the last one applied is the one used. + +1. **Global** multipliers +2. **Pack** multipliers. + - Applies per-pack in this order: + ![Automation](./.assets/Automation.png) ![Logistic](./.assets/Logistic.png) ![Military](./.assets/Military.png) ![Chemical](./.assets/Chemical.png) ![Production](./.assets/Production.png) ![Utility](./.assets/Utility.png) ![Space](./.assets/Space.png) ![Metallurgic](./.assets/Metallurgic.png) ![Electromagnetic](./.assets/Electromagnetic.png) ![Agricultural](./.assets/Agricultural.png) ![Cryogenic](./.assets/Cryogenic.png) ![Promethium](./.assets/Promethium.png) +3. **Category** multipliers + - **Essential** + - **Interplanetary** + - **Infinite** +4. **Custom** multipliers + +Multipliers set to 1.0 (whether by default or explicitly) are ignored and not taken into consideration when calculating the final multiplier. + ## Categories Categories are the way this mod groups technologies together for easier configuration. The following categories are available for you to configure: @@ -20,6 +92,8 @@ Categories are the way this mod groups technologies together for easier configur - **Interplanetary** is a loosely defined category for all technologies that require science packs from other planets. This does not mean Space science. This includes T3 modules, turbo belts, artillery, rocket turrets, epic/legendary quality, quantum processors, and so on. - Currently, this does not include 'infinite' technologies. - **Infinite** is a category for all infinite technologies. + - This does not include the 'finite' level upgrade technologies, such as inserter capacity, transport belt capacity, or level 1-6 of worker robot speed. + - I may consider adding on an option to include these in the future. [factorio-mods-page]: https://mods.factorio.com/mod/research-multipliers [factorio-download-count-badge]: https://img.shields.io/badge/dynamic/json?color=orange&label=Factorio&query=downloads_count&suffix=%20downloads&url=https%3A%2F%2Fmods.factorio.com%2Fapi%2Fmods%2Fresearch-multipliers&style=flat