Timberborn

Timberborn

Scientific Projects [U7 ✅]
52 Comments
Luke ✞ Jesus Saves ✞  [author] 13 Jun @ 1:35pm 
v7.3.0: Removed Emergencies projects (moved to Weather Projects due to them using some Weather code).
Vas 11 Jun @ 1:49pm 
I don't think suits would be a good name for it though considering they are beavers. They shouldn't have issues with bees in the first place. I'd say Bee Repellent and claim its made from fauna.
Luke ✞ Jesus Saves ✞  [author] 11 Jun @ 1:20pm 
Right I had that idea before when adding Faction specific projects but forgot about it. Seem simple enough.
Cookiesnm1lk 11 Jun @ 6:37am 
i've got an idea for a science project. "Bee Keeper Suits: Farmers are immune to bee stings"
Luke ✞ Jesus Saves ✞  [author] 5 Jun @ 3:17pm 
That's almost a whole IDE and/or a programming language. Sorry unfortunately I don't think that will be in my plan any time soon.
Vas 5 Jun @ 11:14am 
I have an idea for this mod. A UI in game that lets users create new research from in game. Kinda like the way Automation works, but with a tool to make new research projects without coding. Simple things like adjusting recipe costs, adding recipes to specific buildings, changing efficiency percentages, etc. Anything that can be a simple value change that doesn't require coding (like your weather stuff seems to require coding).
Vas 2 Jun @ 8:03am 
Is too bad all this is way overly complex, I can't make any mods that change your mods here. I wanted to change some of the research projects to balance them but some of yours use code and I can't even slightly figure them out, same goes for the ultra basic stuff. I can't just make a simple file that explains this and this makes that for recipes.
Luke ✞ Jesus Saves ✞  [author] 1 Jun @ 9:56pm 
Yeah unfortunately it's coded for IT's Smelter but Greedy Builder uses FT Smelter. I think someone here suggested a workaround for that.
Disferente 1 Jun @ 4:42am 
Heat-Recycling Smelter does not work for greedy builders.
Vas 27 May @ 5:04pm 
I think the category should change green if all of its projects are completed. Also perhaps next to the open and collapse button, a number of completed/max projects and a number of active Science being used by projects with levels to them to show which categories are using science rather than only a total amount at the top.
Luke ✞ Jesus Saves ✞  [author] 15 May @ 5:10pm 
The top-left button where it shows your Science number. Normally without this mod clicking that one does nothing. You can also use a Keybinding to open it (default Y)
Ciber Ninja 15 May @ 4:42pm 
Where is the button to open the unlock window supposed to be?
Luke ✞ Jesus Saves ✞  [author] 14 May @ 8:38pm 
I just added a guide on how you can mod this mod (and any extension mods) with code-less approach (using JSON files): https://datvm.github.io/TimberbornMods/ScientificProjects/codeless
Luke ✞ Jesus Saves ✞  [author] 12 May @ 4:59pm 
Thank you for your feedback. That's very fair though I'd say someone told me at cycle 7+ you are already in the "late game" (i.e. can do anything you want). To be honest I haven't finished a game in hard mode as well so I am just a casual player. I did say I need help with balancing but there was no response so I tried to come up with numbers as best as I could. Most "tiers" you talked about, I tried to line up with the game's building (i.e. the 100 to 1500 range). I am happy if someone can help give me some helpful solid numbers. You can create a Discussion here on Steam or on Discord, there is a thread for this mod (and its expansions) :)
SqL ツ 12 May @ 4:50pm 
As a suggestion, maybe divide the upgrades in 3 tiers. 1st tier cost something like 5k-10k, 2nd tier something like 50k and the final one 100k+. As of now, I won't be using the mods (even tho I love them) cuz I find them way too easy to achieve (the one where you get free science points from extra power basically lets you buy everything almost instantly. Please maybe consider tweaking the numbers around (or have a "hard mode" option in the mods) where you get more expensive upgrades.
SqL ツ 12 May @ 4:50pm 
I'll write here since this is the main mod: I'm loving how much stuff you are implementing in the game (all other 3 projects are awesome), but I honestly gotta say that they trivialize the game WAY too much. IMHO the upgrades should be WAY, WAY more expensive than they are now. I'm barely on cycle 12 and I can basically buy every single research (including all of your 4 projects) and they make beavers just way too OP. Ok maybe not OP, but just a LOT better. I would be ok with maybe having the 1st tier of upgrades costing something like 5k-10k points, but the next ones should be in the 100k+ to afford. Like, having the basically free smelter is just OP. Beavers running around at like double speed too.
Luke ✞ Jesus Saves ✞  [author] 12 May @ 9:07am 
Seem like a big change like that needs to be another mod's feature. Sorry but I think it's out of scope of this mod.
Fugo 11 May @ 12:09pm 
Could it be possible to add an update that makes farmers collect food until their max capacity and only then go back to storage it?
Normal behaivior is unefective as they collect 1 plant and then go back, with so much capacity still to pick up more.
nhwhiting 25 Apr @ 11:16pm 
It turned out to be the Smart Power mod. :(
I really want to use the project and Smart Power. I hope the next patch enables multiple power mods.
nhwhiting 25 Apr @ 11:09pm 
Okay, I'll try that!
Luke ✞ Jesus Saves ✞  [author] 25 Apr @ 8:26pm 
Oh I have heard Smart Power intefere with my other mod Brain-Power as well. unfortunately the way the game code, Power mods usually cannot work together. You can send me the save on Discord on "mod-users" channel. But first I think you should try disabling that mod and see if this mod works correctly?
nhwhiting 25 Apr @ 7:42pm 
Yes, I do see the green buff. I have one mod related to power, and that is Smart Power. I do not, however believe that affects this mod. I'd be more than happy to send you the save, but I don't know how to do that.
Luke ✞ Jesus Saves ✞  [author] 25 Apr @ 6:27pm 
hi do you see the green buff like on the screenshot? Is there any other mod that may affect power of the Wood Workshop? if not could you send me the save please, thanks.
nhwhiting 25 Apr @ 4:44pm 
The Resin-Infused Planks recipe isn't working. The wood workshop still uses the normal amount of power. I double checked that it was unlocked, and it is. Any idea what to do?
navad108 14 Apr @ 3:25pm 
Thank you! All good now!
MastaMOMO 13 Apr @ 11:48am 
Thanks luke
Luke ✞ Jesus Saves ✞  [author] 11 Apr @ 10:22pm 
v7.2.1: Should work with April 10 update now.
navad108 10 Apr @ 9:19pm 
OK done. I did not do a full mod removal but the logs specifically says it's the scientific projects mod is crashing.
Luke ✞ Jesus Saves ✞  [author] 9 Apr @ 3:06pm 
Hi I could play the game with this mod and all other expansion mods on. Can you send me the full Player.log in a Discussion please? Thanks.
navad108 9 Apr @ 10:35am 
Something after the 4/8 update has broken scientific projects. I've tried removing all mods and just adding this and the prerequisites but get a "NullReferenceException: Object reference not set to an instance of an object" error.
Luke ✞ Jesus Saves ✞  [author] 8 Apr @ 9:01pm 
v7.2.0: Greedy Builders can now use the faction-specific projects.
Luke ✞ Jesus Saves ✞  [author] 2 Apr @ 11:17am 
v7.1.3: Should work with April 02 update now. Please note you need to update the Buff & Debuff Dependency as well if Steam does not automatically update it for you. Please tell me if there is any crash. I didn't get much time to test thoroughly yet.
notinyourwalls 1 Apr @ 4:19am 
after having done some testing the issue wiht placing the smelters still seems to persist altougth removing the building doesnt seem to crash the game anymore
Luke ✞ Jesus Saves ✞  [author] 31 Mar @ 4:35pm 
v7.1.2: Should fix the crash when placing and deleting Smelter and Wood Workshop with the new upgrades now. Also fix the recipe keeps getting doubled for each building instead of just once.

Could you please try this version and see if the crash is fixed? Thanks.
Luke ✞ Jesus Saves ✞  [author] 31 Mar @ 3:11pm 
Also if you still have the crash, maybe try to pause the building and wait for 1-2s before deleting, and see if it still crashes?
Luke ✞ Jesus Saves ✞  [author] 31 Mar @ 3:06pm 
Hi could you make sure you updated the mod to v7.1.1? I cannot reproduce it anymore on my side for either FT or IT (I could do that before when you first reported). If you still have the crash, could you send the crash log, and share the save file please? Thanks.
notinyourwalls 31 Mar @ 2:56pm 
after some testing i can confirm that its an issue with the mod itself and not due to some mods affecting it
notinyourwalls 31 Mar @ 2:45pm 
uh, so for some reason the update didnt stop my game from crashing whenever i tried to remove/add a smelter but it could also be due to other mods. If i find anything else that could cause it, i will mention it
Luke ✞ Jesus Saves ✞  [author] 31 Mar @ 4:43am 
v7.1.1: Fixed crash when deleting Smelter and Wood Workshop with the new upgrades.

Thanks for reporting!
notinyourwalls 30 Mar @ 3:45pm 
for some reason if i try to delete or place a smelter on IT with the smelter upgrade it makes my game crash
Luke ✞ Jesus Saves ✞  [author] 28 Mar @ 12:29am 
v7.1.0: Added faction-specific projects and UI update. Added a new filter section to the dialog. Added flavor text to each project. Please see description for the Update info!
wulfvar 20 Mar @ 12:22am 
I wasn't on experimental, it works now, thank you.
wulfvar 20 Mar @ 12:18am 
I should be on u7 i will check.
Luke ✞ Jesus Saves ✞  [author] 19 Mar @ 3:02am 
Hi are you playing with U7? This one is for U7 only (currently on Experimental branch).
wulfvar 18 Mar @ 11:12pm 
Hey, i can't get the mod to work, it doesn't show up in the in-game mod list, i downloaded it through steam and made sure to get the other mods that steam said it needed.
Luke ✞ Jesus Saves ✞  [author] 11 Mar @ 6:04pm 
oh someone else reported to me about the crash with Wheelbarrows on Discord as well. Could you give me the crash log please? I cannot reproduce it myself sadly :( You can use this Discussion here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3442389397/594017365860031749/
JMariaGarcia 11 Mar @ 6:00pm 
Hmm...crashed when I tried to activate wheelbarrows for some reason. Worked otherwise so far.
Luke ✞ Jesus Saves ✞  [author] 11 Mar @ 5:59pm 
v7.0.1: Fixed dialog size on screen resolution with UI Scale.

Please tell me if the issue is still happening. If it does I will have to somehow force my monitor to larger resolution :P Thanks again for reporting!
hoc213 11 Mar @ 12:06pm 
Do you still need the screenshot?
And very nice thanks!
Luke ✞ Jesus Saves ✞  [author] 11 Mar @ 5:48am 
Actually, that reminds me of the bug I just fixed for Super Cursor, I think I know what the problem is, it's UI scale. I will try to fix it soon. Thanks!