Timberborn

Timberborn

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Scientific Projects [U7 ✅]
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243.967 KB
Mar 10 @ 8:39pm
Jun 16 @ 11:00am
19 Change Notes ( view )

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Scientific Projects [U7 ✅]

In 2 collections by Luke ✞ Jesus Saves ✞
Luke's U7 Compatible Mods
91 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
7
Mar 18 @ 11:25am
About Wheelbarrows crashing [Solved]
Luke ✞ Jesus Saves ✞
6
Apr 3 @ 2:39pm
Game crashing when placing upgraded smelter on IT (fixed)
notinyourwalls
62 Comments
Imricdaelf120741 Aug 28 @ 9:13am 
Thanks for the explanation.

And I was playing the Folktails, so my observatories became obsolete once I figured this out (was my first time with the mod).
By itself the power to science conversion is fine, but the various science projects increasing power gained from water wheels and windmills quickly super charged this. Another factor is resource cost and space used for power generators, on a medium or bigger map you end up over-producing power anyway usually. I'm thinking a way to balance it could be diminishing returns or a % based ratio. Don't know how the code works though so might not be viable.

And this isn't a complaint at all, I really love this mod family. I'll poke around at tweaking it for my taste later.
Luke ✞ Jesus Saves ✞  [author] Aug 25 @ 9:00pm 
1. If a project say 5 Science per Level per day, you choose a level, and it costs you that much science at the beginning of the day (and the effect start taking at the beginning of that day as well). Some say, for example, 20 per 5 worker per day per level, meaning, at level 1, and you have 6 workers, then it cost you 40 science a day.
2. I have heard about it. Not sure why because it's half the science of the Numbercruncher. If you build Numbercruncher, you get double the amount of science for that much power :P
3. There were discussion about it here and on Discord. Someone said they would make a balance mod for this one but unfortunately I haven't seen one. You can actually make one very easily, it would be a JSON mod, no code needed. See the guide in the description.
Imricdaelf120741 Aug 25 @ 7:29pm 
1: I don't understand what the cost per day is or translates to or what I need to sustain it.
2: Turning excess power into science points is hilariously overpowered.
3: Most of the science projects are too easy to get and too powerful all together.

Great mod though!!
ZHOU Aug 11 @ 9:12pm 
It's OK,I found the file and change it successfully
ZHOU Aug 11 @ 8:41pm 
OK,I will try
Luke ✞ Jesus Saves ✞  [author] Aug 11 @ 1:22pm 
Hi, can't fix it from my side because if I do, all FT Smelter will get it too. Earlier comments say they modified the Greedy Builder's file to use IT's Smelter instead of FT and it works.
ZHOU Aug 11 @ 1:53am 
when I use greedy builder,Heat-Recycling Smelter (Iron Teeths) don't work. probably because the
smelter belongs to folktails,and some nw recipes from your other mod also don't work.I hope you can fix it. plz
Frenne Dilley Aug 4 @ 5:40am 
so folks, how's the stability of the base mod going? ready to roll?
Luke ✞ Jesus Saves ✞  [author] Jul 26 @ 3:48pm 
That's so strange. I knew about it and was pretty sure I already updated it. Oh well... A few patches ago they changed SolidHighlight into YellowHighlight. Just UI issue so I probably will only update it if there is another change.
nanaquewetung Jul 26 @ 1:18pm 
I just wanted to bring to your attention that the Builder sledges description has a spelling error. There is <SolidHighlight> around both sides of the word builders