msakuta / Factorio-LateUpgrades-Mod

A Mod for Factorio that adds many upgrades for late game
0 stars 2 forks source link

Late Upgrades -- A Mod for Factorio v0.14

This is a mod for a game called Factorio. It's compatible with Factorio v0.14 (NOT compatible with v0.12 or earlier, see v0.1.x for v0.13). This mod will add upgrade researches up to level 25 as resource sinks for late game.

The resources required for each level increases exponentially, so it will be harder and harder to finish researches as level goes up.

This mod is inspired by another mod, Leon's Automatic Upgrade Generation. Actually the concept is the same. But the mod had multiple problems, so I decided to write my own version. The problems I wanted to address are:

In order to keep vanilla research recipes intact, we need to somehow 'extrapolate' existing ingredient requirements to make the new recipes somewhat continuous.

Now this mod supports Bob's tech mod's science pack 4. All extended upgrades have science pack 4 as requirements, making going up the levels even more challenging. If you do not want this feature, you can turn it off by assigning false to EnableBobsSciencePack4 in config.lua. Of course it does not take effect if Bob's mod is not introduced.

As you can see in an example plot below (note the logarithmic scale), resources required by upgrades increase radically, so you (hopefully) won't need to worry about reaching max level.

A plot of upgrade ingredients

Defined Upgrades

Exponential Function

Research counts Ci are computed with the equation

C_i = A\cdot 2 ^ {i/d}

where i is level of the research, A proportional factor and d decay factor.

A and d are defined for each types of upgrades. d has only two flavors which are 2 and 3. "d = 2" means the cost becomes twice as the level increases by 2. "d = 3" means twice as the level increases by 3. So "d = 2" is more steep curve than "d = 3".