EpicResearch
Modifies research requirements for a slower game progression.
Last updated | a year ago |
Total downloads | 2147 |
Total rating | 0 |
Categories | Game Breaking Quality of Life |
Dependency string | mrrvlad-EpicResearch-0.3.8 |
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.
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.
Dev Plans
Play-testing to validate and adjust tech costs. Disable ability to "cursor carry" unlimitted amount of resources in cursor during warp.
Bug Reports, Comments, Suggestions
Reach out to mrrvlad#0925 on discord / official DSP server.
Changelog
-
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.
-
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)