ScienceCostTweaker Mod (mexmer)

by mexmer
Allows the cost of research to be tweaked, in terms of count, science packs and time. Edit its configs costs *.lua to tweak the multipliers. - Original mod made by UberWafe, this is adopted 0.16 version
a month ago
0.16 - 0.17
61801

g Error Message in combination with SeaBlock mod

- 1 year, 1 month ago

Error by loading:
error in assingID, item with name 'sct-lab-4' does not exist.
Source: lab-2(recipe)

mod to deactivate:
bobtech
ScienceCostTweakerM
angelsrefing
SeaBlock

=> additional:

all mods exept ScienceCostTweakerM can loadet
when i try to load ScienceCostTweakerM the Error occours

Version of ScienceCostTweakerM: 0.16.31

- 1 year, 1 month ago
(updated 1 year, 1 month ago)

ok looks i missed that one, my mod disable bobs mk2, seablock enables it back.
will fix soon

- 1 year, 1 month ago

but keep in mind, it will not load with seablock anyways, due circular dependency, you need to disable seablock, load game, disable science pack linking in mod settings, then you can enable seablock.

trainwreck is working on compatibility with new version afaik ... so will see.

- 1 year, 1 month ago
- 1 year, 1 month ago
(updated 1 year, 1 month ago)

while mod might help, cycles happen, because some tech has dependency on something, and even if you disable prerequisite, you are still left with uncraftable item.

not to mention, science pack dependencies can be disbaled (which is said in changelog), but is enabled by default ... guess why.

- 1 year, 1 month ago

Hiho,
its now a day after of the opening of this thread...its seems that ists now ok
SeaBlock and ScienceCostTweakerM has both updatet and the game loadet normaly without disable any defaults
thanks you for the quick updates

- 1 year, 1 month ago

yes, trainwreck updated his mod to work with technology tree, and use new dependencies, also he did other changes, which makes Seablock play more interesting (although also harder)

This thread has been locked.