Timberborn

Timberborn

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Scientific Projects [U7 ✅]
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Mar 10 @ 8:39pm
Jun 16 @ 11:00am
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Scientific Projects [U7 ✅]

In 2 collections by Luke ✞ Jesus Saves ✞
U7 Compatible Mods (My mods only)
75 items
Scientific Projects
5 items
Description
Finally a scientific way to spend your Science points! This mod gives you the Scientific Projects dialog, accessible via the top-left Science button or a rebindable hotkey (default Y). Choose between one-time and daily-cost projects to shape your colony's future.

Don't like the default projects or even the numbers? This mod is developed with modding in mind, so you can easily add your own projects or tweak the existing ones. In fact, I am releasing this mod with a few extra projects that I hope you will enjoy. I will even write a step-by-step guide on how to make your own mod that uses this mod!

Update 7.1: Faction-specific projects and UI Update

This mod now has faction-specific projects! This update comes with one new late-game powerful project for each faction.

You should also see a new Filter section to allow you to search and filter projects by their type. This is a great way to find the project you want without having to scroll through all of them. And each project also has its own Flavor text giving both players and modders a way to make your projects more unique.

- Resin-Infused Planks (Folktails): Woodworkshop uses -99.99% power and +100% the Treated Planks output.
- Heat-Recycling Smelter (Iron Teeths): Smelter uses -99.99% power and +100% the Metal Blocks output.

Note: I have heard from the early feedbacks that Treated Planks are not as useful as Metal Blocks so the benefits are not equal. Stay tuned, a expansion mod is coming soon! It will use my Unlockable Recipes mod ;)

Also don't forget to check Timberborn's official Discord server where there is a topic to discuss what I make and what you want to see in the future. I am also looking for feedbacks and suggestions for this mod, so please let me know if you have any ideas or suggestions.

Projects
This mod gives the following projects (see screenshots):
- Lightweight Slippers / Durable Trail Boots / Aerodynamic Sprint Gear: Increase beavers' movement speed.
- Wheelbarrows: Beavers and bots no longer receive movement speed penalties when carrying. This idea was suggested by an annonymous user, thank you!
- Precision Work Tools : Permanently increases work efficiency of all beavers. Unlocks Precision Tool Maintenance which increases work efficiency of all beavers based on the level (and cost) you choose.
- Reinforced Carry Packs: Permanently increases beavers' carrying capacity. Unlocks Builder Sledges which further increases Builders (workers at District Centers or Builder Huts, both beavers and bots) carrying capacity based on the level (and cost) you choose.

Be sure to check out my other mods in the Scientific Projects collection, including Weather Scientific Projects which adds weather-related projects to this mod.

Modding Guide:
- Modify Scientific Projects without any code[datvm.github.io]

If you need to contact me about this mod, please use the comment section below or ping me on Timberborn's Discord[discord.gg] at this mod's post[discord.com]

===
Mod source code and donation: https://github.com/datvm/TimberbornMods/tree/master/ScientificProjects

v7.3.1: Removed excessive log printing when Wheelbarrows upgrade (rarely) fails.
v7.3.0: Removed Emergencies projects (moved to Weather Projects).
v7.2.1: Should work with April 10 update now.
v7.2.0: Greedy Builders can now use the faction-specific projects.
v7.1.4-7: Added various support for the extension mods. Updated the keybinding specs following April 02 update.
v7.1.3: Should work with April 02 update now.
v7.1.2: Should fix the crash when placing and deleting Smelter and Wood Workshop with the new upgrades now. Also fix the recipe keeps getting doubled for each building instead of just once.
v7.1.1: Fixed crash when deleting Smelter and Wood Workshop with the new upgrades.
v7.1.0: Added faction-specific projects and UI update. Added a new filter section to the dialog. Added flavor text to each project.

v7.0.5: should™️ fix the Wheelbarrow crashing. Unfortunately it is a blind fix because I can't reproduce that myself so I fix it based on a crash log I received. Please tell me if it still happens.
v7.0.4: Provided a fix for Weather Prediction.
v7.0.3: Added an intro box for the first load of each save so users know how to open the dialog.
v7.0.2: Fixed dialog size on screen resolution with UI Scale.
Popular Discussions View All (3)
7
Apr 13 @ 9:50am
Game crashing when trying to start a new game or load a map
navad108
6
Apr 3 @ 2:39pm
Game crashing when placing upgraded smelter on IT (fixed)
notinyourwalls
7
Mar 18 @ 11:25am
About Wheelbarrows crashing [Solved]
Luke ✞ Jesus Saves ✞
52 Comments
Luke ✞ Jesus Saves ✞  [author] Jun 13 @ 1:35pm 
v7.3.0: Removed Emergencies projects (moved to Weather Projects due to them using some Weather code).
Vas Jun 11 @ 1:49pm 
I don't think suits would be a good name for it though considering they are beavers. They shouldn't have issues with bees in the first place. I'd say Bee Repellent and claim its made from fauna.
Luke ✞ Jesus Saves ✞  [author] Jun 11 @ 1:20pm 
Right I had that idea before when adding Faction specific projects but forgot about it. Seem simple enough.
Cookiesnm1lk Jun 11 @ 6:37am 
i've got an idea for a science project. "Bee Keeper Suits: Farmers are immune to bee stings"
Luke ✞ Jesus Saves ✞  [author] Jun 5 @ 3:17pm 
That's almost a whole IDE and/or a programming language. Sorry unfortunately I don't think that will be in my plan any time soon.
Vas Jun 5 @ 11:14am 
I have an idea for this mod. A UI in game that lets users create new research from in game. Kinda like the way Automation works, but with a tool to make new research projects without coding. Simple things like adjusting recipe costs, adding recipes to specific buildings, changing efficiency percentages, etc. Anything that can be a simple value change that doesn't require coding (like your weather stuff seems to require coding).
Vas Jun 2 @ 8:03am 
Is too bad all this is way overly complex, I can't make any mods that change your mods here. I wanted to change some of the research projects to balance them but some of yours use code and I can't even slightly figure them out, same goes for the ultra basic stuff. I can't just make a simple file that explains this and this makes that for recipes.
Luke ✞ Jesus Saves ✞  [author] Jun 1 @ 9:56pm 
Yeah unfortunately it's coded for IT's Smelter but Greedy Builder uses FT Smelter. I think someone here suggested a workaround for that.
Disferente Jun 1 @ 4:42am 
Heat-Recycling Smelter does not work for greedy builders.
Vas May 27 @ 5:04pm 
I think the category should change green if all of its projects are completed. Also perhaps next to the open and collapse button, a number of completed/max projects and a number of active Science being used by projects with levels to them to show which categories are using science rather than only a total amount at the top.