EpicResearch
Modifies research requirements for a slower game progression.
Last updated | 2 months ago |
Total downloads | 2477 |
Total rating | 0 |
Categories | Game Breaking Quality of Life |
Dependency string | mrrvlad-EpicResearch-0.4.1 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
xiaoye97-LDBTool
Library that allows mods to add and edit Proto data. Also allows you to see Proto data, config ID's of mod Protos and change localized strings
Preferred version: 2.0.6README
EpicResearch Mod
Modifies research requirements for a slower game progression.
Features
- Slower tech progression.
- Some unlocks happen further down the tech tree to allow the player to use all different kinds of setups the game implements.
- Try on a Minimal resources 64 star seed, with 100 multiple and adjustments turned on for a hard challenge.
- it is expected to run out or resources and having to move systems several times before unlocking warp and logistic warp.
- it is expected to have a pre-warp logistics between systems at yellow and purple tech.
- Allows to specify additional resource multipler.
- Playable with Fog set to max difficulty.
Configuration
bool AdjustTechUnlocks = true
- Change Logistic Warp to be availble at level 6 (instead of 4).
- Move rare receipts to be available further in the tech tree.
- Add 6 degree of sphere stress allowance when Gravity Lenses are availble (Gravity Wave refraction).
- At levels 3-5, the speed of Vessels is greately improved.
- Vessel capacity is increased faster at levels 3-4.
- Increased bonuses to mecha core capacity and recharge, mecha speed, drone speed and count, Vein Utilization that are gained at early upgrades levels by 2-3X to help manage larger-scale factories.
bool AdjustTechCosts = true
- Signifficantly change technology costs. These changes include:
- Universe Exploration 3 (6ly scanning) is availble as a Red tech.
- Proliferator Mk3 and Fusion require Purple tech.
int TechCostMultiple = 100
- Apply additional multiplier to hash and cube costs of technologies. Valid values are: {1, 5, 20, 50, 100}.
float ResourceMultiple = 1
- Additional resource multipler for the galaxy. Affects all ore, gas giants, oil. Oil is affected by sqrt of this value.
Installation Note
This mod depends on BepInEx. Is not compatible with the background autosave feature of BulletTime mod.
Bug Reports, Comments, Suggestions
Reach out to mrrvlad#0925 on discord / official DSP server.
Changelog
-
v0.4.1
- Fixed exception when researching Combustible Units and Gauss Cannons.
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v0.4.0
- Adjusted early game tech costs to survive max Fog difficulty.
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v0.3.8
- Removed logi speed 4 dependence on drive engine 4.
- Yellow balancing tweaks: logi speed bonus, availability of advanced receipts.
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v0.3.6
- Yellow balancing tweaks.
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v0.3.5
- Minor balancing tweaks.
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v0.3.4
- First pass for yellow tech balancing.
- Allow basic Dyson Frame construction at late-yellow tech.
- Improve Sail lifetime signifficantly.
- Removed dependency of Qchip on Information Matrix.
- Deuteron Rods are now availble with Particle Collider tech.
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v0.3.3
- QOL changes to the pre-automation game.
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v0.3.2
- All oil reserves, including starter planet, are now affected by sqrt of resource multipler.
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v0.3.1
- Increased bonuses to mecha core capacity and recharge, mecha speed, drone speed and count, Vein Utilization that are gained at early upgrades levels by 2-3X to help manage larger-scale factories.
-
v0.3.0
- Tech cost balancing pass - should be playable at minimal resources.
- Increased logistic speed bonus from 1500 to 3000 for level 3 to 5.
- Graphene from fire ice availble earlier at purple tech.
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v0.2.0
- Added ability to specify planet resource multipler. Applied after game's resource multipler. Affects all ores, gas giants, oil. Remote oil is affected as a sqrt of this value.
- Signifficantly reduce pre-automation research requirements.
-
v0.1.1
- WIP. Initial version. (Game Version 0.9.27.15466)