RimWorld

RimWorld

[Abandoned] Science Never Stops
212 Comments
explodoboy 17 Sep, 2020 @ 10:51am 
Don't worry, I'm planning on preserving the original mod eventually.
Lord Führer 17 Sep, 2020 @ 10:49am 
@explodoboy

It would still be a loss to lose this mod. It is close to the vanilla game and the blue color is nice.
explodoboy 4 Jul, 2020 @ 2:36am 
@Morbo

It didn't stop... It just changed shape.

...And ambition.
TheFatman 21 May, 2020 @ 8:31pm 
[Abandoned] I guess... *sunglasses* Science DOES stop.
Capt1va 12 Apr, 2020 @ 3:07am 
Where do i craft the nades? cant find them anywhere
explodoboy 6 Apr, 2020 @ 2:14am 
@Aion Algos

hey, it's me. not sure if you remember me or not, but i'm that kid who made an edit to your mod and showed it to ya a few months ago. the 'eternium edit.'

basically, i've really expanded upon the idea of the original mod to fit in-line with some of the other major mods out there, especially those whom raise the technological ceiling. i'd like you to look at it and gimme your honest thoughts on my work! :D

the mod (workshop).
explodoboy 6 Apr, 2020 @ 12:53am 
@Baker

Yes, it DOES. In fact, the reward is quite, quite great. I won't spoil the reward, but try unlocking it with a TechProf Subpersona Core.
Guy 3 Apr, 2020 @ 3:37pm 
Does Beyond our understanding actually unlock anything.
Yademee 3 Mar, 2020 @ 9:55pm 
Thank you so much, my settlements and i are very happy :steamhappy:
Byter 1 Mar, 2020 @ 4:06am 
I love you :Djoe:
Honshitsu  [author] 1 Mar, 2020 @ 1:37am 
Updated. I haven't tested everything, or... anything at all; but almost everything should be the same as 1.0
大鸡炖蘑菇 1 Mar, 2020 @ 12:54am 
thank you,mua!!
Mogekov 26 Feb, 2020 @ 4:44pm 
Thank you! I really appreciate that!
Chiv96 26 Feb, 2020 @ 1:02pm 
i just want to use...UNLIMITED POWER!
Honshitsu  [author] 26 Feb, 2020 @ 12:21pm 
Alright, I'll try to update it within the next few days
Kewing 🚭 26 Feb, 2020 @ 8:04am 
Me and a few friends enjoy this mod a lot, i love the researches you can do with this one when you have finish all the rest, so yea it's not balance i agree, but for endgame purpose it's actually quite useful :steamhappy:
Mogekov 25 Feb, 2020 @ 4:55pm 
I agree with Yademee, I really love your mod and I've used your mod quite a while. It would be really a shame if you stopped worked on it, but if you want to take a break I understand. Thanks for your work!
Yademee 25 Feb, 2020 @ 12:31pm 
That would be a shame, i love your mod and i love Unobtainium. I build whole settlements of this material. I like your mod, but i understand if you haven´t got the time to update it. But i want to say, its a good mod =)
Thank you for the work you have done. :steamhappy:
Honshitsu  [author] 24 Feb, 2020 @ 6:51pm 
@Talisman1973 , this mod isn't very well balanced and everything it adds can be added by other mods which are both written and maintained far better. I don't think I'll update it.
Talisman1973 24 Feb, 2020 @ 4:53am 
I am hoping this will be updated to 1.1 in the near future?
Honshitsu  [author] 4 Feb, 2020 @ 8:13pm 
produced from the unobtainer i think
cac433 4 Feb, 2020 @ 3:29pm 
how do you even find unabtamium
Mistletoe The Bard 7 Jan, 2020 @ 4:10am 
You should include a message of /I know you cheated!/ in those item xD
Honshitsu  [author] 13 Dec, 2019 @ 9:00am 
you also get a cheaty atomic assembler (or something, i forget what I called it) which lets you produce some items for nothing but electrical cost. These are mostly just "random stuff I wanted in my game"; easter eggs for everyone else at most. When this mod was created you could only finish the research thru debug commands
Kekmeister 13 Dec, 2019 @ 6:35am 
And that isn't a joke either, you get a statue that provides infinite energy to your network.
Honshitsu  [author] 12 Dec, 2019 @ 7:49pm 
@Xyllisa Meem Paradox Station , unlimited dickbutt energy
Xyllisa Meem Paradox Station 12 Dec, 2019 @ 7:04pm 
what do you get if you finish the beyond our understanding research?
Dr Zhivago 28 Nov, 2019 @ 12:12am 
I think your end-game statue really represents peak humanity.
Honshitsu  [author] 16 Nov, 2019 @ 6:16pm 
very cool @robopitek
robopitek 16 Nov, 2019 @ 4:24pm 
Hey your mod is one from supported mod in my mod - Massivity so things like mortars and apparel from Ubobtainium is really light with my mod.
Latex Santa 29 Oct, 2019 @ 6:35am 
The Unobtainium Sniper is absolutely OBSCENE in the hands of a shooter with reduced aiming time and high shooting skill. Several snipers equipped with these beauties can butcher almost any raid, assuming that they kite with Run and Gun. These weapons are standard-issue for my pristine ruin raiders. Started playing RimWorld supermodded earlier this year and I AM HOOKED. Thanks for the wonderful mod. <3
Honshitsu  [author] 22 Sep, 2019 @ 9:46am 
@Dct.F|Levente , you're probably in the right place. My mods are exclusively XML based, so everything should be pretty easy to change. I'd recommend moving it from the steam workshop directory into your game's local 'mods' folder so that your changes wont be reverted should steam ever update it
Dct.F|Levente 22 Sep, 2019 @ 9:07am 
@Aion Algos: Thanks for the response. I was just wondering, the main appeal for me is the infinie research. (I'm using the mortar accuracy mod and it was annoying to loose the lvl20 intellectual bonus, just because I can't research anymore.)
I found the .xml file which suspiciously looks like the material definition, so I could change it there if I wanted to anyway.
Honshitsu  [author] 22 Sep, 2019 @ 8:35am 
@Dct.F|Levente , It's supposed to be but quite a few things have changed since I made it and I'm not actively updating this mod besides periodic compatibility patches for new versions of rimworld. This mod is severely neglected, and there exist a number of glaring flaws which have come to light over the course of various game updates; the most obvious being that infinite research can be completed by using an ingame item now, a number of stats and values have shifted, and some objects may not be working as originally intended. A proper version of this mod would likely entail a C# implementation of repeatable research, a balance overhaul, and maybe a few more items.
Dct.F|Levente 22 Sep, 2019 @ 2:24am 
I like the concept of this mod, thanks for making it.
Is unobtainium supposed to be OP in every aspect?
Because it is a OP building material. I probably expected the same with the fiber and regular weapons (maces, etc) made of unobtanium and this is why it surprised me to not get OP stuff.
The fiber has 80% armor for all damage types - this is good for blunt, but for sharp and heat devilsrand is way superior. Regular weapons made of unobtanium hit hard, but have a very long cooldown time as well.

give me games on GoG 16 Aug, 2019 @ 9:06pm 
The sniper looks like a submarine I love it lmao , great mod and thanks alot.
captinjoehenry 5 Aug, 2019 @ 7:03pm 
The unobtanium battery cannot short out correct?
Snar34 3 Aug, 2019 @ 1:10pm 
@Waswar Same here oops
Mistletoe The Bard 3 Aug, 2019 @ 4:07am 
@Waswar What did you get?
Waswar 3 Jul, 2019 @ 8:54pm 
Wait a minute, we're not supposed to finish the last tech?

I used the techprof subpersona core, lmao. Whoops . . .
explodoboy 28 Jun, 2019 @ 11:21pm 
Thank you for the assistance. Utilizing this mod as reference for making my own (probably simple) mods will definitely help get me started in the Rimworld modding community. I'm honestly a bit excited to make my own mods, and I will definitely credit you for starting my modding journey if I ever decide to pursue this. XML seems to be simple enough to help me understand the basics of modding.

I wish you an excellent day.
Honshitsu  [author] 28 Jun, 2019 @ 10:36pm 
all that aside;

To publish a new mod it must be in the Mods folder in the rimworld directory and not have a "PublishedFileId.txt" in the About folder. Modify the About.xml to reflect your new mod. If you're using mine as an example, you should also change the "targetVersion" to
"<supportedVersions><li>1.0</li></supportedVersions>"
Honshitsu  [author] 28 Jun, 2019 @ 10:36pm 
I tried to write everything in a simplistic and straight-forward manor. Glad you picked it up quickly.

I'd prefer it if you changed the artwork beyond just hueshifting. Ideally you would make your own from scratch or by using the rimworld assets as a basis to work from. Aside from the imagery of dickbutt, those assets are my original work. I'm sure you or a friend could do much better.

As far as the code goes, you should probably re-create your own mod from the ground up and just follow my code-styling and organization. For example, the fuel cells and cold fusion reactor- you could implement your own version with different mechanics. Also, my mod is XML-only which has quite a few limitations. You could expand the functionality a lot by learning a bit of C# and using the mono compiler to write DLLs to add custom behavior to your mod.
explodoboy 28 Jun, 2019 @ 6:51pm 
I've had a field day with editing this mod's files! I'm surprised that I picked up modding this mod so quickly. If it's alright with you, I would like to know if I could perhaps upload my edit to the workshop. (If I can figure out how, since I'm admittedly very, very noob at modding in general at the moment.)

The edits are quite substantial and it's primarily just taking the concept of the Unobtanium weapons, items, and buildings in my own creative direction. I've renamed, hue shifted, and changed the stats of almost everything (Especially weapons to be in the sake of the Deadly Vanilla Weapons Tweaks mod) including the change that I suggested previously.

Thank you.
explodoboy 28 Jun, 2019 @ 12:44pm 
I've been able to modify the .xml files of your mod and added the changes I wanted, alongside a lot of other changes. Unobtanium? How about Eternium!
Honshitsu  [author] 28 Jun, 2019 @ 8:26am 
@explodoboy , I have neglected this mod quite severely... No big changes updates since 2017, and it's original function of having an unfinishable-research no longer is viable in 1.0, where you can instantly finish it. I suppose I can turn it into a "checkpoint" for tech, where it would require that item and need to sacrifice it to progress... Actually, kind of a cool idea. But it would still require a bit of a change to the over-all goal of the mod...

---

If you (or anyone else) has modding experience (or have the desire to learn) and want to implement and balance the changes you've suggested, I'd consider accepting changes you provide, and possibly adding you as a contributor so that you can directly push changes to the this workshop mod.

If anyone wants to take me up on that offer I guess I'll make a git repo for it, making it easier for people to submit changes etc.
explodoboy 27 Jun, 2019 @ 11:40pm 
I found a little bit of an error in your description. The Beyond Our Understanding adds a new building, not a crafting recipe in the Unobtainer.

Also, for those who want the Beyond Our Understanding research in a legitimate game, use the Techprof Subpersona core to instantly research it when you unlock said research. You will NOT regret it, but I won't spoil what it does. You deserve to find it out yourself.

Spoiler below pertains to a slight hint to what this research may do. Please don't look at it unless you've unlocked the mentioned research.
I think the building should consume a LOT more energy. Maybe even demand it takes multiple Cold Fusion Reactors to power. It's kind of too easy to just use it infinitely, making a massive energy cost would be extremely rewarding and accomplishing. Real end game idea, honestly.
megabot 14 Jun, 2019 @ 1:46pm 
it needs ammo to be compatible with CE and something about the explosions as well
Kekmeister 14 Jun, 2019 @ 5:31am 
It isn't. I tried this some time ago in Beta 18, and no damage was done. So if no patch was implemented since, it still doesn't work with CE.
Honshitsu  [author] 14 Jun, 2019 @ 5:24am 
idk try it and let me know