ENDLESS™ Space 2

ENDLESS™ Space 2

Research curiosity rewards
56 Comments
Andromalis 15 Jun @ 10:51am 
New version?
Spectronom 16 Feb @ 11:30am 
UPDATE IT MORRON
_m_a_ 12 Aug, 2024 @ 11:34pm 
is this compatible with ESG?
Hari Seldon 5 Aug, 2024 @ 6:17am 
Does this mod still works with the latest game version? Thank you.
tomaka121 3 Jun, 2024 @ 12:03pm 
it seems to be working for me with the latest patch
_m_a_ 3 Apr, 2024 @ 11:51am 
does this still work?
💖 Officer Hotpants 💖 2 Jun, 2021 @ 10:04am 
I've been trying to figure out how to add the curiosity techs to research for ages. For whatever reason my changes never take.
Zebitus 24 Mar, 2021 @ 3:44pm 
<3 this mod. Seems to work with the current version of the game.

However, I'm unsure if it's updated to contain any rewards from the newest DLCs.
Aldernut 30 Dec, 2020 @ 10:00am 
Will this be updated for Awakening and the most recent 1.5.37 patch?
_m_a_ 27 Dec, 2020 @ 3:50am 
@Patient Ember
Im wondering this too
if yes i hace a suggestion:
balancing required tech for higher tiers so exploring early is still rewarding.
Thanks.
Patient 24 Dec, 2020 @ 12:49am 
Hello! Thank you for the great mod!
Can anyone confirm that it still works without issue in the current version?
Many thanks
嗨呀酋长 13 Apr, 2020 @ 4:20pm 
Hi bud, it's a really really really nice mod. I wonder is it certain that all these improvements are in a game simultaneously? :orichalcix:
sfstormx 7 Mar, 2020 @ 6:01am 
sim camp is my favorite thank you for taking it out of RNG only
tygart  [author] 19 Sep, 2019 @ 7:43am 
@Nalgarryn give Populace Control a try
Nalgarryn 19 Sep, 2019 @ 12:33am 
Virtual Dustylizer is literally the only one I want... for population control.
tygart  [author] 12 Sep, 2019 @ 10:31pm 
@Tormound The mod does work for the recent update 1.5.3 and the new Nakalim faction.
Tormound 12 Sep, 2019 @ 3:24pm 
Does this still work with the recent update?
Lune 12 Jul, 2019 @ 6:10am 
Noice. Appreciated. :D
tygart  [author] 11 Jul, 2019 @ 2:05pm 
@Lune Thanks for spotting this. Bug fixed.
Lune 11 Jul, 2019 @ 7:29am 
Disables the Meditation Module for custom factions apparently.
Grzemek 24 Apr, 2019 @ 8:42pm 
You're welcome. Grateful for your mods :)
tygart  [author] 24 Apr, 2019 @ 8:35pm 
@Sabotague Thanks for spotting this. Luckily it was just a GUI bug. All good now.
Grzemek 24 Apr, 2019 @ 4:07am 
Hi, with this mod the discounting link between Colonize Ash and Colonize Lava techs is gone.
tygart  [author] 19 Apr, 2019 @ 8:34pm 
I don't have mod that has all the rewards, but I do have a couple mods that might help.

- Political Faction Quest replaces faction quests. Rewards are given as research progresses.
- More Loot Mod gives more chances at mid to late game rewards.
Ole Hockey Thighs 19 Apr, 2019 @ 10:50am 
Do you have a mod that puts ALL of the ship modules from curiosities and quests? Getting tired of the Swarm of Locusts quest just screwing me every game lol.
tygart  [author] 10 Feb, 2019 @ 10:14pm 
Sorry, I didn't add those buildings because they are unique buildings. I'd like to keep them as loot rewards and will not be adding them to this mod.
ER.Jone 10 Feb, 2019 @ 7:38am 
The Vault of Governance
The Analytical Engine
The Rejuvenation Maze
Virtual Dustylizer
I found that these 4 system improvements are not added into the tech tree. Will you add them into your mod?
tygart  [author] 10 Dec, 2018 @ 9:02am 
lam_dilligaf 27 Nov, 2018 @ 2:32pm 
I second the request for a seprate mod for deeds. Instead of relying on random number generator and capriciousness of the game for these technology to occur.
tygart  [author] 19 Sep, 2018 @ 8:42am 
Sorry no plans to add deed rewards to the tech tree for this mod. I had considered it back when vaulter dlc was released, but decided against it for a few reasons. Mostly I thought it went beyond the scope of this mod.

I did plan to make a seperate mod for deeds, but I lost interest in the game. I'll share in case someone would like to make it or something similar. Deeds are really just quests that unlock with a technology stage. The reward is limited to the first faction to complete it and usually picked from a random droplist. I wanted to change them so that anyone that completed the quest got the reward of their choosing. I think it could be done by raising the MaxNumberofOccurences and replacing the single droplist with quest choices.
Zebitus 18 Sep, 2018 @ 8:50am 
Any chance of adding the rewards from legendary deeds as well?

Stuff like Impregnable Shielding, Ultra-Wealth Sanctuary and Deployable Ramparts would be great to have somewhere in the tech tree!
雨翼 16 Aug, 2018 @ 10:17am 
I want special modules for task rewards to be added to the technology tree. thanks!:steammocking:
Legendkiller456 14 Aug, 2018 @ 7:04pm 
Thanks for the response and yeah I figured that out after a little bit of playing. Like I said in an earlier post, I am fairly new to the game. I was just kind of hoping there'd be blue lasers and green kinetic weapons xD
Niveksirrah 14 Aug, 2018 @ 4:34pm 
Legendkiller456

If you look, each set of those are a metal and enegery source. Titaniam=metal Hyperion=energy. Adamantian=metal Anti-matter=energy. So that's why those are used to make different weapons. You are making titaniam firing guns or hyperion firing energy beams. ect ect.
tygart  [author] 8 Aug, 2018 @ 3:48pm 
None of those are in curiosity rewards. They might be faction quest rewards. I'm not sure.
Legendkiller456 8 Aug, 2018 @ 2:32pm 
I have a question that maybe you could answer. Are their quadranix missiles, adamantian lasers, or titanium beams? I am kind of new to the game and I haven't seen them anywhere, but maybe they don't exist?
tygart  [author] 8 Aug, 2018 @ 6:34am 
@Legendkiller456. Sorry, the expansion didn't add any new curiosity modules and I'm happy where the mod is right now. I don't want to make another mod with more modules mostly because i'd never use it, and it's kind of a pain to update every expansion.

If anyone wants to make a mod with more modules, please check out the google doc below. Also if you want to see what these modules do turn 1, you can check out my hull refits mod. Every curiosity module has an endless "c" letter in the tooltip.
Legendkiller456 8 Aug, 2018 @ 1:05am 
Thanks bud. I take it you won't be adding any of the other weapon techs anytime soon huh? Maybe under a different mod?
Кот покусун 5 Aug, 2018 @ 9:40am 
@tygart
Thank you!
tygart  [author] 3 Aug, 2018 @ 10:14am 
The Hissho version of the "Sim City" buildings is different from other factions, but I left it in same spot on the tech tree ("Atmospheric Filtration").
tygart  [author] 20 May, 2018 @ 3:14am 
Sorry, I don't want to add anymore unless Amplitude adds more tech, but I did make a list of the techs is if anyone wants to add more. Just ignore the later pages.

https://docs.google.com/document/d/14jS1aFzdjeyPbsO3rVu-3TBc0Geq0j_gqNTJmqUZHhY/edit?usp=sharing
gavinfoxx 16 May, 2018 @ 10:24am 
Could you add a few more of the modules to the tech tree? It seems very very difficult to get the low level ones..
tygart  [author] 7 Apr, 2018 @ 1:15pm 
The computer does get access to these research curiositys
kIckass 4 Apr, 2018 @ 5:40am 
does the computer get acess to these research curiositys
NyMpHoBoNsAi 12 Jan, 2018 @ 2:39pm 
i ment the adamantian and anti matter fighters and bombers but maybe ya cant add them as they are a quest reward...hmmm
McTool 12 Jan, 2018 @ 11:46am 
I found the problem: I am running the 1.1.15 preview patch. Integrated Theaters returns when I revert to current game version. Thank you for checking!
tygart  [author] 12 Jan, 2018 @ 8:19am 
Try out More Loot Mod with this one. It will give you more of the mid to late game ship modules.
Кот покусун 12 Jan, 2018 @ 6:37am 
please add all 54 modules
tygart  [author] 12 Jan, 2018 @ 5:46am 
To my knowledge, I already added the only 2 ship bomber/fighter modules. Smart Flax under Adamantian Electroplating and Repulsive Plates under Antimatter Channeling.
NyMpHoBoNsAi 12 Jan, 2018 @ 1:45am 
any chance you could add the special bomber and fighter techs? not sure which mod it is but one of the ones im currently using seems to bug out the event making it impossible to complete even after all 8 fleets are killed. so i figured ide ask if ya could make those 2 techs researchable xD