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NxLabs / Factorio

Extended Research System

HBy HunD34TH

Did you ever felt, that the advanced tiers of Belts, Inserters, Ammunitions or even the Assembling machine 3 are only decoratives? Ahh of course not, but did you ever thought about that, they are somewhat unimportant features? You just could launch a rocket without building any of them... Not any more! This mod helps you solve this riddle, you have to build the advanced tiers of those, if you want to advance in the Tech tree.

Extended Research System

Description

About the mod:


This mod adds some new tier(s) for some of the science packs, each of the new tier(s) replaces the previous tier(s) when you reach further down in the tech tree. This way, the number of science packs used by each technology is not changing.

New science packs:


  • ![][ASP]![][ASP]Automation science pack MKII:

1× ![][AM1]_Assembling Machine 1_ ➕ 2× ![][DC]_Decider combinator_ (+ 1× Basic efficiency module* ![][EAM]) 🢂 6× _![][ASP]![][ASP]Automation science pack MKII_ (24s![][T])

  • ![][ASP]![][ASP]![][ASP]Automation science pack MKIII:

1× ![][AM2]_Assembling Machine 2_ ➕ 1x ![][SC]_Selector combinator_ ➕ 1× ![][EM1]_Efficiency module_ 🢂 4× _![][ASP]![][ASP]![][ASP]Automation science pack MKIII_ (12s![][T])

  • ![][ASP]![][ASP]![][ASP]![][ASP]Automation science pack MKIV:

1× ![][AM3]_Assembling Machine 3_ ➕ 2× ![][EM2]_Efficiency module 2_ 🢂 8× _![][ASP]![][ASP]![][ASP]![][ASP]Automation science pack MKIV_ (24s![][T])

  • ![][LSP]![][LSP]Logistic science pack MKII:

1× ![][FT]_Fast transport belt_ ➕ 1× ![][FI]_Fast inserter_ 🢂 2× _![][LSP]![][LSP]Logistic science pack MKII_ (12s![][T])

  • ![][LSP]![][LSP]![][LSP]Logistic science pack MKIII:

1× ![][ET]_Express transport belt_ ➕ 1× ![][BI]_Bulk inserter_ 🢂 3× _![][LSP]![][LSP]![][LSP]Logistic science pack MKIII_ (18s![][T])

  • B![][MSP]Basic military science pack (MK0) (disableable in mod settings):

2× ![][FM]_Firearms magazine_ ➕ 2× ![][SS]_Shotgun shell_ ➕ 2× ![][S]_Stone_ 🢂 2× _B![][MSP]Basic military science pack_ (5s![][T])

  • ![][MSP]![][MSP]Military science pack MKII:

1× ![][UM]_Uranium rounds magazine_ ➕ 1× ![][CG]_Cluster grenade_ ➕ 1× ![][PSS]_Piercing shotgun shells_ 🢂 4× _![][MSP]![][MSP]Military science pack MKII_ (10s![][T])

  • ![][MSP]![][MSP]![][MSP]Military science pack MKIII:

1× ![][AB]_Atomic bomb_ ➕ 4× ![][AS]_Artillery shell_ 🢂 48× _![][MSP]![][MSP]![][MSP]Military science pack MKIII_ (60s![][T])

  • 0![][CSP]Basic chemical science pack (MK0) (disableable in mod settings):

5× ![][EC]_Electronic circuit_ ➕ ![][P]10× _Pipe_ ➕ 1× ![][SF]_Solid fuel_ 🢂 4× _0![][CSP]Basic chemical science pack_ (10s![][T])

  • ![][CSP]![][CSP]Chemical science pack MKII:

1x ![][PU]_Processing unit_ ➕ 2x ![][EEU]_Electric engine unit_ ➕ 1x ![][RF]_Rocket fuel_ 🢂 8x _![][CSP]![][CSP]Chemical science pack MKII_ (12s![][T])

  • ![][CSP]![][CSP]![][CSP]Chemical science pack MKIII:

5× ![][FRF] _Flying robot frame_ ➕ 1× ![][NF] _Nuclear fuel_ 🢂 24× _![][CSP]![][CSP]![][CSP]Chemical science pack MKIII_ (120s![][T])

  • B![][PSP]Basic production science pack (MK0) (disableable in mod settings):

2× ![][STF]_Steel furnace_ ➕ 1× ![][EMD]_Electric mining drill_ (+1x Basic productivity module*![][EAM]) 🢂 4× _B![][PSP]Basic production science pack_ (12s![][T])

  • B![][USP]Basic utility science pack (MK0) (disableable in mod settings):

1× ![][MEP]_Medium electric pole_ ➕ 1× ![][BEP]_Big electric pole_ ➕ 1× ![][SP]_Solar panel_ (+1x Basic speed module*![][EAM]) 🢂 4× _B![][USP]Basic utility science pack_ (12s![][T])

  • ![][USP]Utility science pack (MK1) update (disableable in mod settings):

1× ![][LDS]_Low density structure_ ➕ 1× ![][SUB]_Substation_ ➕ 1× ![][ACC]_Accumulator_ ➕ 1× ![][SM1]_Speed module_ 🢂 3× _![][USP]Utility science pack_ (21s![][T])

  • Mod specific science packs:
  • Bob's mods:
  • Basic transport science pack (MK0):

1x Basic transport belt + 1x Burner inserter -> 1x Basic transport science pack (in 6 seconds)

  • Advanced transport science pack (MKIV):

Setting controlled science pack, overrides Bob's 'Logistic science pack' to the highest tier of transport science pack 1x Turbo transport belt + 1x Turbo inserter + 1x Logistic robot -> 4x Advanced transport science pack (in 24 seconds)

  • Krastorio 2 (All science packs uses the Krastorio 2 styling and naming system, suggested to use vanilla science pack recipes (except for 'Automation tech card') on the mod settings):
  • Basic tech card MKII:

5x Sand + 5x Steel plate + 5x Copper cable -> 5x Basic tech card MKII (in 20 seconds)

  • Basic tech card MKIII:

5x Silicon+ 5x Steel beam + 5x Plastic bar + 5x Copper cable -> 5x Basic tech card MKIII (in 20 seconds)

  • Setting named 'Add 'Blank tech card' as ingredients':

Adds 'Blank tech card' to all of the tech card ingredients The ingredient quantity is equal to the tech card result's quantity

*Basic modules provided by ![][EAM]Early modules

Logistic challenge:


The fact, that there is now 15(+) science packs, but the labs still takes only 7 (or 8 with some mods) at one time (so you can use your old lab blueprint), and the player's research choices could lead to constant science pack (tier) changes on each research change. To make this able to automate (or make it easier to handle) I made a virtual signal, called 'Get demanded Science Packs for the active research'

  • Use this signal in a 'Constant combinator'
  • On every research change (research ended, or switched to another) the content of the 'Constant combinator' is overwritten (cleared) and set to the current technology's ingredient(s).
  • The content of the 'Constant combinator' for the active technology:
  • 'Get demanded Science Packs for the active research' signal's value: number of cycles
  • 'Time' signal's value: time cost of each cycle
  • Each science pack singal's value: the required amount of science pack of each cycle
  • Due to the limitation of the signal values, if the price or time is bigger then what the signal could handle (2147483647) their value return with -1

Mod compatibility:


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