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"start with no technology" means no refineries or assemblers, so you can't do anything with ore or make components.
I mean, there already is a research rewrite that would make a lot easier to do.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2307650528
Just need someone to come up with a MES mod that spawns a bunch of various factions that you can sell stuff to, then buy the research supplies from.
There is also
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3207654953
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2749313462
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1227335743
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1977807376
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2260878270
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2929487237
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2749313462
All of which are fine examples on how different modders tried to tackle this.
None of which though made the system easy AND intuitive.
My suggestion therefor does not need additional blocks or unheared new UIs.
- hide all techs, maybe make it individual configurable which to leave in via a config file entry
- use trade stations for an option to buy the otherwise hidden(by that unhidden) technologies from the tech tree
- use credits to do so and make again an option via config available to adjust the pricing, by that having long term goals and balancing and a very individual progression
Having that, allows for game loops as
a scraper who is capturing grids from Assert/MES/.../Scrapyard mods and selling those at the trade station
or maybe with Aww scrap, collecting that scrap and selling that for credits
trade station which is in some mods already integrated
or as a miner selling ressources, getting credits and therefor then be able to buy progression from the trade station
or as a trader/miner selling ressources to multiplayer factions, getting credits ...
As no objects are added like components or blocks, i would guess that such should then therefor be easily removable.
The compatibility depends on who would have changed trade station menues like maybe
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=531659576
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2966429095
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=504209260
which would might need therefor seperate compatibility patches and some colaboration
If you look at Splitsie's mod, he is actually using a script for the g-menu changes. Aww Scrap also uses a script to change what you get when grinding. It might be possible to add the un-craftable component with a script also, but I don't know the first thing about writing one.
Another path I've been looking into is buying "ships" that would include the block you want. This would be like buying a ship from the economy station in vanilla. You would need to create prefabs, and figure out how to get the vendors where you want them. You don't want to be at the mercy of RNG to decide if you get one near you in a game with vanilla economy. If you are creating a scenario type game then you could turn economy off and place vendors where you want, but if you want it to work with a random start then what? You'd likely need MES or similar mod to spawn them in.
I think I've gotten off tangent, but basically are you sure you want progression? If you don't want to be able to repair it until you learn it, and you want to buy the blueprint once and make as many blocks as you want forever, then a progression method should work for you. Try the AQD - Research, or Block Progression - Schematic Hunter. Or use the Research System Framework mod (basis for both those mods) and create your own.