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115 lines
7.2 KiB
Markdown
115 lines
7.2 KiB
Markdown
# research-multipliers
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[![Factorio Download Count][factorio-download-count-badge]][factorio-mods-page] [![GitHub Release Version][github-release-badge]][github-latest-release]
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A mod for Factorio, providing configurable multipliers for research.
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- Supports decimal precision multipliers allowing finer controls on research amounts.
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- Category-based, pack-based, and individual technology multipliers for advanced control.
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- Categories are more loosely defined groups of technologies, such as "Essential", "Infinite", "Interplanetary"; learn more [here](#Categories).
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<!-- - Individual technologies can be specified using a custom format, see [here](#custom-format) for how it works. -->
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- Expansion Support
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- [Space Age][space-age]
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## Usage
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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].
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- You do not need to unzip the mod, and you don't want the 'Source code' download.
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- For more information on installing mods, see the [Factorio Wiki](https://wiki.factorio.com/index.php?title=Installing_Mods).
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2. Launch the game, and configure the mod settings in the 'Startup' section of the mod settings menu.
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3. Once configured, the research costs will be updated upon restart.
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## Mod Compatibility
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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.
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## Configuration
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The mod settings are located in the 'Startup' section of the mod settings menu.
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_Multipliers_ are numbers (decimal or whole) that multiple the research cost for various technologies.
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- Besides category, pack, and custom multipliers, you can also apply a _global multiplier_. This applies to all technologies, regardless of category or pack.
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- Negative numbers and 0 are not valid multipliers.
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- Very low multipliers that would otherwise cost a technology to cost less than 1 will have their final cost rounded up to 1.
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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.
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<!-- - `Multiplier Mode` changes how multipliers from different sources are handled.
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- `Override` means that the last multiplier applied is the one used. This is the default mode.
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- `Multiply` means that all multipliers are multiplied together.
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- For example, if you have a global multiplier of 1.5, and a pack multiplier of 1.2, the total multiplier would be 1.8.
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- `Pack` works like override, but pack multipliers are multiplied together, although custom multipliers can still override them afterwards.
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- For example, the [Captivity](<https://wiki.factorio.com/Captivity_(research)>) research costs 1000 of each relevant pack; with a Agricultural pack multiplier of 0.5 and an Automation pack multiplier of 2.5, the total multiplier would be 1.25, costing 1250 of each pack.
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- Note: Currently this mode works in a 'flat' manner, meaning that all packs used are multiplied in the exact same way.
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- `Max` means that the highest multiplier is used, regardless of source.
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- `Min` means that the lowest multiplier is used, regardless of source.
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- `Sum` means that all multipliers are added together, regardless of source.
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- Note: This considers the base multiplier being 1, so a multiplier of 1.3 only adds 0.3 to the total multiplier.
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- For example, if it sums multipliers of 1.3, 1.15, and 0.80, the total multiplier would be 1.25 (+0.3, +0.15, -0.20). -->
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<!-- ## Custom Format
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The custom format allows you to configure individual technologies with a multiplier. This configuration applies last.
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The format requires you have the research identifier.
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In the textbox labeled 'Custom Multipliers', you can specify the multipliers in the following format:
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```plaintext
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<research-identifier>=[x]<multiplier>[,<research-identifier>=[x]<multiplier>]
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```
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- Omitting the `x` will explicitly _set_ the multiplier, instead of multiplying with other multipliers (such as category or pack multipliers). If you have multiplicative mode disabled, this will always be the case.
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- Invalid research identifiers will be logged and then ignored.
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> [!NOTE]
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> Later on, I may add a way to easily acquire research identifiers in-game without using commands. A 'debug' mode could be added, modifying research descriptions to include their internal identifier. -->
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## Order
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Multipliers are applied in a specific order, and the last one applied is the one used.
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1. **Global** multipliers
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2. **Pack** multipliers.
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- Applies per-pack in this order:
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![Automation][automation-icon] ![Logistic][logistic-icon] ![Military][military-icon] ![Chemical][chemical-icon] ![Production][production-icon] ![Utility][utility-icon] ![Space][space-icon] ![Metallurgic][metallurgic-icon] ![Electromagnetic][electromagnetic-icon] ![Agricultural][agricultural-icon] ![Cryogenic][cryogenic-icon] ![Promethium][promethium-icon]
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3. **Category** multipliers
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- **Essential**
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- **Interplanetary**
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- **Infinite**
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4. **Custom** multipliers
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Multipliers set to 1.0 (whether by default or explicitly) are ignored and not taken into consideration when calculating the final multiplier.
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## Categories
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Categories are the way this mod groups technologies together for easier configuration. The following categories are available for you to configure:
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- **Essential** is defined by Factorio, dictated by the 'Show only essential technologies' setting, shown in the Technology tree menu. Includes all research packs, planet discovery research, and the rocket silo technology.
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- **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.
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- Currently, this does not include 'infinite' technologies.
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- **Infinite** is a category for all infinite technologies.
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- This does not include the 'finite' level upgrade technologies, such as inserter capacity, transport belt capacity, or level 1-6 of worker robot speed.
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- I may consider adding on an option to include these in the future.
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[automation-icon]: ./.assets/Automation.png
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[logistic-icon]: ./.assets/Logistic.png
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[military-icon]: ./.assets/Military.png
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[chemical-icon]: ./.assets/Chemical.png
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[production-icon]: ./.assets/Production.png
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[utility-icon]: ./.assets/Utility.png
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[space-icon]: ./.assets/Space.png
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[metallurgic-icon]: ./.assets/Metallurgic.png
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[electromagnetic-icon]: ./.assets/Electromagnetic.png
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[agricultural-icon]: ./.assets/Agricultural.png
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[cryogenic-icon]: ./.assets/Cryogenic.png
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[promethium-icon]: ./.assets/Promethium.png
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[factorio-mods-page]: https://mods.factorio.com/mod/research-multipliers
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[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
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[github-latest-release]: https://github.com/Xevion/research-multipliers/releases/
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[github-release-badge]: https://img.shields.io/github/v/release/Xevion/research-multipliers
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[space-age]: https://factorio.com/buy-space-age
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