Crash Site Settings

by Kryzeth

Additional settings for MFerrari's Crash Site mod, including shipwreck power generation, crafting speed, and research speed.

Tweaks
14 days ago
2.0 - 2.1
1.08K
Manufacturing Power

i [Implemented] Option to skip Automation Science Pack technology.

a month ago

In order to craft automation science packs (red science), the player needs to first research the Automation Science Pack technology, which requires crafting a lab. This makes the crash site lab feel a bit redundant, as you can't use it until after making a normal lab. Thus, it would be nice to have an option in the mod to skip or instantly unlock that technology, so that science packs can be crafted from the very start of the game, with no prerequisites.

a month ago
(updated a month ago)

Yup, that makes sense! I usually play with another mod that skips most of these early research triggers, so I hadn't noticed the discrepancy. Replaced the old trigger with one that simply requires mining up the crash site lab (it should automatically unlock once the other two prereqs have been completed).

I didn't make it a setting, because that was indeed the whole point of the crash site lab, to avoid crafting the vanilla lab until later (and since the crash site lab can't be disabled; player should be guaranteed to have one available to mine)

Implemented in v1.1.2

a month ago

Thanks for the update. However, disabling the setting "Enable Shipwreck Machines Minability" now seems to cause the game to crash on launch. Also, while somewhat of an edge case, it could be possible for the shipwreck lab to be destroyed before completing the research (though it's so early in the game that just restarting shouldn't be an issue).

a month ago

That minability thing might have always had that issue, but fixed in v1.1.3

For now, I just tied the automation science change to the shipwreck fire immunity setting (even though the fire is unlikely to destroy the lab, it might bring it close enough). I really hate adding new settings, especially in this case, where the likelihood of running into the issue is so low. Unless the player purposefully avoids mining the shipwreck lab when they spawn in... I can't imagine it

14 days ago

This change should also be tied to mineability of the ship lab. When mineability of the ship lab is off, it shouldn't require mining the ship lab to unlock science packs as this makes it literally impossible to use the lab to research.

14 days ago

Yeah, that makes perfect sense. Implemented in v1.1.4

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