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RimWorld => Mods => Releases => Topic started by: alaestor on June 24, 2017, 11:06:16 PM

Title: [1.0] Science Never Stops
Post by: alaestor on June 24, 2017, 11:06:16 PM
Science Never Stops
(https://files.catbox.moe/gszgf0.png)

Science never stops.
Why should the research?


Only care about the infinite research? I gotcha bro!
This mod has two variants! Read more bellow.


SNS Research (Complete Variant)
(https://files.catbox.moe/mlhawc.png)

(https://files.catbox.moe/x0q2jf.png)
(Info may not be 100% accurate as updates occur and I'm lazy)

Don't want Unobtainium?

In the download websites you can choose between the "Complete" variant of SNS which contains everything, or the "Research Only" variant which only contains the only the infinite "Beyond Our Understanding" research and nothing else.

(https://files.catbox.moe/zke2ey.png)

SNS Mod Conflicts
Don't use both variants at the same time.
Upgrading from the Research Only variant to the Complete mod may cause issues but in theory it's fine.
No known conflicts.

SNS Translations
Currently there are no translations. I didn't even include an english template to work from.
If you want to write a translation: contact me and I'll include it in SNS (email address in the change log)

SNS Downloads

NOTE: Both download sites contain folders that seperate the variants. Go into the folder of the one you want.

For compatibility reasons, there will also be archives of older versions available for download.
Download: Mega.nz (https://mega.nz/#F!9pN3EJBC!j9Wv712q5CmVCK9afwWk6A), files.fm (https://files.fm/u/hy3zu9rm#/list/), or the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=953758731)
Title: Re: [A17] Science Never Stops
Post by: alaestor on June 24, 2017, 11:07:15 PM
{Reserved}
sniped the URL...
Title: Re: [A17] Science Never Stops
Post by: AngleWyrm on June 25, 2017, 02:43:24 AM

(http://brucelarkin.com/random-image/hamster-on-wheels.png)The description seems to say that this mod makes it possible to take one or more of your pawns off active duty doing productive things and instead assign them to an endless research treadmill.

Is there some benefit to accumulating research points?
Title: Re: [A17] Science Never Stops
Post by: alaestor on June 25, 2017, 03:10:44 AM
Quote from: AngleWyrm on June 25, 2017, 02:43:24 AM
The description seems to say that this mod makes it possible to take one or more of your pawns off active duty doing productive things and instead assign them to an endless research treadmill.

Is there some benefit to accumulating research points?

Nope.
Your analogy to a hamster wheel is accurate.

The endless research was put at the end of the tree for that reason. It's after the ship components. If you wanted to end the game you could; but if you want to sit around and keep playing then research tables aren't completely useless. I use Misc. Robots++ and like to play with a very small colony. The automation makes it so my main colonist is often idle, so this gives him something to do.

I may lower the research cost to make things a bit more obtainable...

I'm also thinking about adding a matter-energy converting Food Replicator that just has a high energy cost but takes no ingredients.

I'm going to see what I can do about the stupidly high cost of making tables and such out of Unobtainium (because 100K silver is a bit pricey for a fancy tailoring desk...)
Title: Re: [A17] Science Never Stops
Post by: skullywag on June 25, 2017, 03:34:59 AM
Dont know what your skill level in modding is, but currently this is basically for people who want to max more than 1 person researching really. Once you have researched everything there is no reason to continue researching, my idea would be to have researching the never ending project affect other skills (very very slowly) so whenever some threshold is passed, for example 10000 points added to the project it would up a random other skill by 1 level. Or you could add 1000 points to the skill or whatever.
Title: Re: [A17] Science Never Stops
Post by: alaestor on June 25, 2017, 03:46:32 AM
Quote from: skullywag on June 25, 2017, 03:34:59 AM
Dont know what your skill level in modding is, but currently this is basically for people who want to max more than 1 person researching really. Once you have researched everything there is no reason to continue researching, my idea would be to have researching the never ending project affect other skills (very very slowly) so whenever some threshold is passed, for example 10000 points added to the project it would up a random other skill by 1 level. Or you could add 1000 points to the skill or whatever.

Yes, repeatable research for a buff, or research points as a stat / skill offset, or just making toggled research that gives skill EXP, those are all good ideas however I absolutely refuse to write C# so that's beyond the scope of this, as there is no defined behavior for such a thing. The infinite research is nothing more than a "make work" job.
Title: Re: [A17] Science Never Stops
Post by: alaestor on June 26, 2017, 08:06:51 AM
The complete variant of SNS has been updated to mv2.0.1
This addresses the prices of and quantity of Unobtainium making it a bit easier to create furniture from it.

I'm looking for feedback on the research length
(I think 400k from Industrial is a bit much.... how about 40? xD ) (updated mv2.0.2)
Title: Re: [A17] Science Never Stops
Post by: jecrell on June 26, 2017, 09:46:48 AM
My good man. Are you hiding memes in your screenshots?

*squints at alaestor*
Title: Re: [A17] Science Never Stops
Post by: jts1702 on June 26, 2017, 11:00:27 AM
If the stats posted are correct, the unobtainium rifles are only as powerful as modern ballistic rifles, with terrible damage and range, and for some reason 10 times more work value than other guns of the same unobtainium class. Fix?
Title: Re: [A17] Science Never Stops
Post by: AngleWyrm on June 26, 2017, 04:51:04 PM
It might be worthwhile to calculate how many research points are gathered in a day, perhaps an 8-hour skill-10 day.
Title: Re: [A17] Science Never Stops
Post by: alaestor on June 26, 2017, 09:42:20 PM
Quote from: AngleWyrm on June 26, 2017, 04:51:04 PM
It might be worthwhile to calculate how many research points are gathered in a day, perhaps an 8-hour skill-10 day.
That would have been a good idea; but I've already made some changes (https://pastebin.com/pET9mmVR). Haven't got around to modifying images yet... (I'll do it later today). Also, I'll lower it further if required but from what I've seen from people using Misc. Robots++ and the default ship research, this should just be on the far edge of "hard" difficulty to obtain.

Quote from: jts1702 on June 26, 2017, 11:00:27 AM
If the stats posted are correct, the unobtainium rifles are only as powerful as modern ballistic rifles, with terrible damage and range, and for some reason 10 times more work value than other guns of the same unobtainium class. Fix?
Those guns are a bit more powerful than you'd think. Their a strong upgrade from their default counterparts (the pistol, charge rifle, and sniper). Give them a try and let me know what you think. I'm always looking for feedback on balance. I'll change the work values (as they shouldn't be that high anyways). I'll also add a frag grenade (as 1+1 suggested via discord), and modify the throw range of EMP grenades.
Title: Re: [A17] Science Never Stops
Post by: alaestor on June 27, 2017, 10:38:43 PM
mv2.0.3 of the complete variant has been uploaded.
Also changed the images.

Details in the change log (https://pastebin.com/pET9mmVR).
Title: Re: [A17] Science Never Stops
Post by: aleido58 on June 28, 2017, 12:02:09 PM
So....
It's only me, or at the machining table you can craft the unobtainium, unobtainium fiber and fuel for free?
I have the latest version 2.0.3, not sure if I'm the only one with this "feature".  ;)
Title: Re: [A17] Science Never Stops
Post by: alaestor on June 28, 2017, 11:11:16 PM
@aleido58 I just tested on a stock + SNS game. I don't have them in the machining table.

The recipes you're seeing, are they named "Pattern Fuel Cell" etc?
Title: Re: [A17] Science Never Stops
Post by: aleido58 on June 29, 2017, 03:49:49 AM
Well, I'm trying this on a VERY heavily modded savegame ( so maybe is one of those +80 mods  :P ) to test balance of weapons compatibilities and stuff...
The other thing is that I have to finish yet the research for the fuel cell and I have it there too.
Those bills only require 1 work and no materials.
I have some warning (no errors) and I've attach them with a picture where you can see the 3 bills.
If I ignore those bills I think that this works as intended.

Thanks btw!

[attachment deleted by admin due to age]
Title: Re: [A17] Science Never Stops
Post by: alaestor on June 29, 2017, 06:05:56 AM
Quote from: aleido58 on June 29, 2017, 03:49:49 AM
Well, I'm trying this on a VERY heavily modded savegame ( so maybe is one of those +80 mods  :P ) to test balance of weapons compatibilities and stuff... The other thing is that I have to finish yet the research for the fuel cell and I have it there too. [...]

That's very strange. Also strange that it isn't adding other recipies that are hidden behind the infinite research.

I don't think I'll be able to help. This is likely a "conflict" with another mod, but I have no idea.
Title: Re: [A17] Science Never Stops
Post by: aleido58 on June 29, 2017, 06:50:03 AM
No problem, as I said, apart from that everything seems to be working fine.
Maybe if I'm in the mood I'll do some trial an error with the mods to look into it...

Thanks anyways and liking the mod so far  ;D
Title: Re: [A17] Science Never Stops
Post by: Positronium on September 19, 2017, 09:00:54 AM
It might be a conflict with mods (70+) but it appears that "atomically constructing" (The researched costed 500k) is labelled as "cooking"? Idk, my cook bots are using the atomic constructor  despite me adding a skill of 5 crafting to its bills to prevent them.
Title: Re: [A17] Science Never Stops
Post by: ZE on September 19, 2017, 09:54:58 AM
request ~ i know others have said something along this line, but can i have something for my research please?

unobtanium refinement perhaps? every 10000k of research increases a core value like "unobtanium level" +1 which feeds into each of the various unobtanium item's values to increase them by a small amount

ie.
Unobtainium Arm ~ efficiency 200% + (ULvl * 0.01)
Unobtainium Fiber ~ beauty + (ULvl * .5) other stats +(ULvl * 0.01)

i dunno, just spitballing
Title: Re: [A17] Science Never Stops
Post by: dj84722 on September 26, 2017, 03:28:33 AM
http://www.rimworldcomics.com
(http://68.media.tumblr.com/aaa64fa7c939501977bb9cba1378efd8/tumblr_owqsctQdFB1vevfzdo1_1280.jpg)
Title: Re: [A17] Science Never Stops
Post by: lordramza on November 23, 2017, 09:58:06 AM
any news for Patch 18b
Title: Re: [B17] Science Never Stops
Post by: alaestor on November 27, 2017, 06:52:37 AM
Updated to B18
Minor changes (logged)
Older versions can be found on the download sites.


Quote from: ZE on September 19, 2017, 09:54:58 AM
request ~ i know others have said something along this line, but can i have something for my research please?

unobtanium refinement perhaps? every 10000k of research increases a core value like "unobtanium level" +1 which feeds into each of the various unobtanium item's values to increase them by a small amount

ie.
Unobtainium Arm ~ efficiency 200% + (ULvl * 0.01)
Unobtainium Fiber ~ beauty + (ULvl * .5) other stats +(ULvl * 0.01)


That's a bit beyond my scope for this project. I threw it together in an afternoon (mostly because I thought it would be funny to put dickbutt in a mod, and also because I wanted the infinite research...)

I only do XML 'modding' (just providing values for the games default behavior to use). That sort of C# modding is better left to someone else. I really hate C#...

Also, I think I've recieved a "repeatable research that buffs stuff" request on every mod I've put out there... Maybe someone should do that... Hmm....
Title: Re: [B18] Science Never Stops
Post by: alaestor on December 11, 2017, 02:47:07 PM
Updated the Complete variant to mv2.1.1
tweaking some hidden cheaty-stuff... not much to write home about (unless you like the atomic constructor / star trek replicator)
Title: Re: [B18] Science Never Stops
Post by: Warlord27 on January 09, 2018, 09:07:47 AM
Do you have a plan adding some Turret,Weapon,Armor,Building,Furniture, and/or faction?
Title: Re: [B19] Science Never Stops
Post by: alaestor on September 10, 2018, 06:39:47 PM
Updated to b19, old versions still available.
Removed the ability to smelt weapons to get back obtainium, as there were some errors with "smeltable=false" that I couldn't seem to narrow down.
Title: Re: [B19] Science Never Stops
Post by: alaestor on September 13, 2018, 01:48:37 AM
mv2.2.1 bugfix pushed. Unobtainium items now have proper stats and dont deteriorate.
Title: Re: [1.0] Science Never Stops
Post by: alaestor on October 21, 2018, 02:49:20 AM
Updated to 1.0 (mv2.3.0)
Old versions can be found in the downloads.
Title: Re: [1.0] Science Never Stops
Post by: ImAllen on October 22, 2018, 12:51:27 PM
Just had to make a account and say thanks for the update. Love this mod.
Title: Re: [1.0] Science Never Stops
Post by: makotech222 on October 31, 2018, 03:59:46 PM
On latest release, when i try to craft the 'Hidden item', the crafting fails, and the logs show that an null ref exception occurred. Looking through the defs, nothing obvious is visible.
Title: Re: [1.0] Science Never Stops
Post by: qinlongfei on December 23, 2018, 07:17:12 AM
This is a really great mod for extreme late game quality of life improvement (or in my case, really fast way to set a starting colony up because I have no problem using cheat mode when playing sandbox game). The extreme bonus from unobtainium makes melee weapon from beginning of the game viable even in late game, which is great because I love to do more of a fashionrim playstyle where I give my pawn their age appropriate weapon/clothing based on which faction they belong to before I recruited them. So thank you very much for this mod!

Couple of extremely minor nitpicks.

The unobtainium wall use etched texture for stone walls, instead of smooth texture, which is a bit distracting because I like to dig into a mountain and basically make a Fallout verse Vault for my colony. Is it possible to change it into a smooth texture, or at least have an optional patch to do so?

Not sure if it's intended, engine limitation or an oversight, but I find it strange unobtainium gives a 300% rest bonus but unobtainium fiber doesn't. Shouldn't textile be better to rest on than cold metal?

A suggestion for possible future addition (only if you want to of course, I'm already happy with what I have so far). Maybe add some kind of unobtainium infused brick, and unobtainium infused wood so things use those two can also have benefit for a late game quality of life bonus? Maybe combine unobtainium metal with any block into unobtainium bricks, and combine unobtainium fiber into wood to get unobtainium wood.
Title: Re: [1.0] Science Never Stops
Post by: makotech222 on November 26, 2021, 12:34:57 PM
I've updated the mod to work on v1.3. Also removed the infinity research as well. Mod is still configured to v1.0, but works if you enable it anyways