[MOD 0.12.x] Crafting Speed Research
[MOD 0.12.x] Crafting Speed Research
Type: Mod
Name: Crafting Speed Research
Description: Adds research to increase the player crafting speed
Version: 0.1.1
Release:2015/09/06
Tested-With-Factorio-Version: 0.12.1
Category: Research
Tags: research, player upgrade, crafting speed Up to tier 10 - 300%
Any bugs let me know, i think its fairly succint, should work well
- Attachments
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- Crafting_Speed_Research_0.1.0.zip
- (9.13 KiB) Downloaded 1420 times
Last edited by Klonan on Sat Oct 24, 2015 4:06 pm, edited 1 time in total.
- CorrettoSambuca
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Re: [MOD 0.12.x] Crafting Speed Research
Interesting! It really felt missing. I hope you didn't lower the strting crafting speed, it's slow enough as it is...
Maybe power armor tools that do the same thing?
Maybe power armor tools that do the same thing?
- Ranakastrasz
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Re: [MOD 0.12.x] Crafting Speed Research
Impossible to make it for powered armor, same with manual mining. Unfortunately, those functions are bound to the force, so unless each person was on their own team, causing its own problem, that can't be done. Otherwise It would already be part of my Modular Armor mod.CorrettoSambuca wrote:Interesting! It really felt missing. I hope you didn't lower the strting crafting speed, it's slow enough as it is...
Maybe power armor tools that do the same thing?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.12.x] Crafting Speed Research
Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
- Ranakastrasz
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Re: [MOD 0.12.x] Crafting Speed Research
I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
- LuziferSenpai
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Re: [MOD 0.12.x] Crafting Speed Research
This MOD exits already Its called craftfaster
Re: [MOD 0.12.x] Crafting Speed Research
I see you are also using science cost tweakerRanakastrasz wrote:I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
- Ranakastrasz
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Re: [MOD 0.12.x] Crafting Speed Research
Oops. Not intentionally. I thought I disabled it.orzelek wrote:I see you are also using science cost tweakerRanakastrasz wrote:I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
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- Manual Inserter
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- Joined: Fri Jan 23, 2015 9:15 am
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Re: [MOD 0.12.x] Crafting Speed Research
Very interesting indeed! Great idea
Re: [MOD 0.12.x] Crafting Speed Research
I like the idea of this mod. It's nice to have more things to research that are truly optional. Nifty little bonuses that you might or might not decide to go for, in any given game, depending on your situational needs.
Re: [MOD 0.12.x] Crafting Speed Research
If you don't like the cost, you don't have to research it!Ranakastrasz wrote:I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
I have found that for me, late game... i run out of things to research, and the game quickly loses some fun. I keep these upgrades as quite expensive, so that there is more to research, at a higher cost, to keep your factory running longer.
Re: [MOD 0.12.x] Crafting Speed Research
mod has been updated for 0.12.11
- Ranakastrasz
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Re: [MOD 0.12.x] Crafting Speed Research
If you looked at the reply to that post, you would both know that I had unintentially reactivated science tweak, which increases science costs globally.Klonan wrote:If you don't like the cost, you don't have to research it!Ranakastrasz wrote:I agree. Last tech costs 9000 of each, which, compared to the vanilla robot count, which is clearly an end-game tech, caps at around 2000 or so.orzelek wrote:Those upgrades seem a bit cost heavy compared to standard techs.
Early techs seems on pricey side but manageable. Further out count seems to be increasing quite quickly.
Last tech of this could cap at 2000, which might be reasonable, but 9000 is a bit excessive.
I have found that for me, late game... i run out of things to research, and the game quickly loses some fun. I keep these upgrades as quite expensive, so that there is more to research, at a higher cost, to keep your factory running longer.
And the point I was originally trying to make, using originally flawed information, was that the tech was more expensive than vanilla techs by a significant amount, which made it not fully fit in with the game.
And yes, if you don't have to research it, since it is a candy-tech, not a core-tech.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.12.x] Crafting Speed Research
Thank you Klonan, I appreciate this so much, Now i can craft faster instead of waiting 30 min for like 800 items.
Re: [MOD 0.12.x] Crafting Speed Research
I've rebalanced this mod to be much more reasonable and useful. Here are the costs and benefits:
Level 1 - 100 Red - 1.25x Speed
Level 2 - 150 Red - 1.5x Speed
Level 3 - 200 Red - 1.75x Speed
Level 4 - 100 Red/Green - 2x Speed
Level 5 - 200 Red/Green - 2.25x Speed
Level 6 - 400 Red/Green - 2.5x Speed
Level 7 - 100 Red/Green/Blue - 3x Speed
Level 8 - 150 Red/Green/Blue - 3.5x Speed
Level 9 - 200 Red/Green/Blue/Alien - 4x Speed
Level 10 - 400 Red/Green/Blue/Alien - 5x Speed
Here's a chart of how many "units" of stuff each level costs. It has a nice, smooth logarithmic curve.
Level 1 - 100 Red - 1.25x Speed
Level 2 - 150 Red - 1.5x Speed
Level 3 - 200 Red - 1.75x Speed
Level 4 - 100 Red/Green - 2x Speed
Level 5 - 200 Red/Green - 2.25x Speed
Level 6 - 400 Red/Green - 2.5x Speed
Level 7 - 100 Red/Green/Blue - 3x Speed
Level 8 - 150 Red/Green/Blue - 3.5x Speed
Level 9 - 200 Red/Green/Blue/Alien - 4x Speed
Level 10 - 400 Red/Green/Blue/Alien - 5x Speed
Here's a chart of how many "units" of stuff each level costs. It has a nice, smooth logarithmic curve.
Re: [MOD 0.12.x] Crafting Speed Research
please update 13.0
Re: [MOD 0.12.x] Crafting Speed Research
Already updated:Airat9000 wrote:please update 13.0
https://mods.factorio.com/mods/Klonan/C ... d_Research
Re: [MOD 0.12.x] Crafting Speed Research
forum link?Klonan wrote:Already updated:Airat9000 wrote:please update 13.0
https://mods.factorio.com/mods/Klonan/C ... d_Research
Re: [MOD 0.12.x] Crafting Speed Research
Thank you so much for the fast update. This is a fantastic mod and I can't play without it.
Re: [MOD 0.12.x] Crafting Speed Research
Its not hosted on the forumAirat9000 wrote:forum link?Klonan wrote:Already updated:Airat9000 wrote:please update 13.0
https://mods.factorio.com/mods/Klonan/C ... d_Research
No problem I can't play without it eitherNerevar wrote:Thank you so much for the fast update. This is a fantastic mod and I can't play without it.