Quality of Life research


Adds bonuses and optionally research for bigger bags (more inventory space), movement/walking/running speed, character hand crafting speed, long reach (optional far resource reach), and player mining speed. Use settings to choose which ones you want, either through research or by just choosing a value yourself.

Utilities
5 days ago
0.15 - 2.0
180K

i Space Age Science

15 days ago

Hiya, could requirements for the new science packs be added (as a config / soft dependancy)? Love this pack for longer mods where it gives a continuous sense of progression, but with Space Age all of the research requirements for this mod are completed in the early game, and the infinite research is accessible way too early with easy sapce science packs (being basically free as the 4th science). SA also ends up deep in infinite research so may need to be some scaling balancing for that as well, or just require the last science pack.

5 days ago

I'm planning to eventually add a special configuration for Space Age. The reason I haven't yet is simple, whilst I have started my playthrough, I've simply not had that much time to play, and I'd like to at least finish a basic base in Space Age to set some reasonable values.

Currently, my thoughts are leaning towards this:
- Keep the pre-infinite science tiers, but add space science pack to the last one.
- Add one extra tier for everything but movement speed (SA already insanely boosts movement speed, and makes remote building so much better that it really doesn't add that much, other than making combat significantly easier), which adds the science pack of a planet:
- Mining speed: Vulcanus
- Crafting Speed: Fulgora
- Reach: Gleba
- Inventory size: Aquilo
- For infinite research, add in the planet-specific science pack, and then I suppose that for infinite movement speed, it can have promethium science pack.

Feel free to post your thoughts too.

5 days ago
(updated 5 days ago)

It may make a bit more sense for Gleba and Aquillo to be switched? With how sparse everything on Aquillo is and how much your inventory can just get filled with fruit on Gleba (and also toolbelt equipment needing carbon fibre). Gleba crafting speed (because spoilage time) and Fulgora inventory space (because a dozen items from scrap + mech armour) also makes sense.

Instead of requiring promethium science for movement speed, since it's only used for research productivity, it may be worth locking it behind a "collect 1 promethium chunk" tech? Could also be lumped in with Gleba since once you're set up there movement speed is pretty much purely qol over combat advantage. Maybe crafting speed could be a "Nauvis science" and only need space science and not planetary science, which frees up a planetary science for no promethium - feel like for promethium it's better being all or nothing since it's kinda post-game research, odd having only one character upgrade restricted until after "beating the game".

Take your time enjoying playing though :)

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