Science Pack Galore for SpaceAge


Add lots of types of science packs to spice up your set-ups with additional production lines! Includes 37 new science packs.

Content
2 months ago
2.0
207
Logistics Manufacturing

i Balance

2 months ago

Suggest altering the sci pack requirements for some of the infinite tech that's needed early game.

For example, projectile damage 1 and shooting speed 1 currently require a bunch of late game sci pack ingredients (like rocket turrets and fusion cells). Biggest impact would be going to Vulcanus the first time and being unable to kill demolishers for tungsten. Also, asteroids would be tanky.

Good work, thanks for doing what you do!

2 months ago

For example, projectile damage 1 and shooting speed 1 currently require a bunch of late-game sci pack ingredients (like rocket turrets and fusion cells). Biggest impact would be going to Vulcanus the first time and being unable to kill demolishers for tungsten. Also, asteroids would be tanky.

That definitely shouldn't be... Are you using any mods that would alter the tech tree? Feel free to just send a pastebin or imgur link with them all so I can reference.
When I launch the game with just this mod, it doesn't seem to have that requirement, but the tech tree is very finicky when it comes to order and requirements for compatibility with other mods.

a month ago

That's weird, I can't seem to reproduce the bug now (and I didn't keep the save file/mod list I was using). I tried it out just now with a mod that alters tech tree (Bob's Adjustable Inserters) and the tech recipes seemed to be unaffected.

I remember the bug seemed to affect just the infinite tech, making them require all science packs even for level 1. I'll keep an eye out if it happens again and do better of providing the list of mods for reference.

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