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No research mode


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When starting new colonies I find myself leaning towards first finishing all the pre-space research with minimal facilities before doing any major builds or exploring in the first 50 cycles or so. It becomes a bit of a chore.

A game mode where all (pre-space?) research is completed already would be nice. For balance, perhaps water could be removed from the starting area, or possibly even no temperate biome at all. 

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If i get enough positive feedback or someone who helps with that i might add to my scripting engine a function that researches on an invent (in that case at the beginning) then you just need to add all researches as this event in a lua script.

 

18 hours ago, Sasza22 said:

If there was an adventure mode like in DS then you could start a new base with all the research from the previous one. Then you could start in a different biome like the ice one or the caustic biome which would be more of a challenge to survive early.

To kind of expand on this idea.... I've kinda thought it would be interesting to have a game mode where the entire base is already built and laid out... but it's entombed, and in ruin... It would be laid out in such a way that the earliest things you research, are the closest things that need repair/operation, etc. The further you go out from the printing pod, the deeper in the research tree you are.

Some items may be broken... missing pieces, empty farm tiles, etc.

I feel like this game mode would better suit the Lore exploration side of the game. You're entering an already established, collapsed/abandoned base... and learning about the Lore as you go along.

On 6/16/2019 at 10:55 AM, ScreenNameMissing said:

To kind of expand on this idea.... I've kinda thought it would be interesting to have a game mode where the entire base is already built and laid out... but it's entombed, and in ruin... It would be laid out in such a way that the earliest things you research, are the closest things that need repair/operation, etc. The further you go out from the printing pod, the deeper in the research tree you are.

Some items may be broken... missing pieces, empty farm tiles, etc.

I feel like this game mode would better suit the Lore exploration side of the game. You're entering an already established, collapsed/abandoned base... and learning about the Lore as you go along.

This sounds really interesting. It would be interesting if we can remove research entirely. Instead we add one tech for each building and then a scripted event for digging out buildings. You dig out a gas pump and you gain the gas pump tech. This means discovering entombed buildings is a great find even if they are in locations where you can't use them.

The biggest issue I see in it is likely the random map generator. Making caves like right now is doable. Making bases, which seems new each time is a challenge because players will be more picky. It's like random maps in other games. Adding hills and trees can be done in a lot of ways but as soon as you start to add roads, people will start to assume more restrictions, like for instance making the road pieces be placed in a row rather than randomly distributed. It's a lot harder to make random stuff, which looks like humans decided on a design rather than just whatever nature happens to come up with.

6 hours ago, Nightinggale said:

This sounds really interesting. It would be interesting if we can remove research entirely. Instead we add one tech for each building and then a scripted event for digging out buildings. You dig out a gas pump and you gain the gas pump tech. This means discovering entombed buildings is a great find even if they are in locations where you can't use them.

The biggest issue I see in it is likely the random map generator. Making caves like right now is doable. Making bases, which seems new each time is a challenge because players will be more picky. It's like random maps in other games. Adding hills and trees can be done in a lot of ways but as soon as you start to add roads, people will start to assume more restrictions, like for instance making the road pieces be placed in a row rather than randomly distributed. It's a lot harder to make random stuff, which looks like humans decided on a design rather than just whatever nature happens to come up with.

Yeah, Exactly! Like... implementing the research into the actual buildings, themselves.. you discover them, repair and research them.. then you gain the research knowledge to build more and actually use them.

I see it more as bigger/more elaborate POI. Still broken fragments of a base.. but they're actually useful for more than story/lore.
Slightly more intelligence in their placement... they'd appear in the proper biomes.. no repeating of the same advanced POI in a single map, unless it made sense (multiple farming plots, ranching plots, etc.)

The POI we already have makes sense as ruins.. these would just allow for actual utilization of the old ruins being incorporated into an actual base.

14 hours ago, Oozinator said:

is it no nonger working - entering debug mode - press strg+F4, click on any research item you want to unlock, press strg+F4 again - play?

I didn't even know how to get into debug mode until you mentioned it and I looked it up. I'm assuming it isn't meant to be easily accessible, unlike sandbox mode, which isn't really what I was looking for either.

33 minutes ago, oosyrag said:

I didn't even know how to get into debug mode until you mentioned it and I looked it up. I'm assuming it isn't meant to be easily accessible, unlike sandbox mode, which isn't really what I was looking for either.

Debug mode is a Developer tool... they made Sandbox mode to do basically the exact same things... but make them stable and userfriendly.

But even by activating Sandbox mode... you can then just click on the research and it should unlock the research you want.

On 18/06/2019 at 2:25 AM, Nightinggale said:

This sounds really interesting. It would be interesting if we can remove research entirely. Instead we add one tech for each building and then a scripted event for digging out buildings. You dig out a gas pump and you gain the gas pump tech. This means discovering entombed buildings is a great find even if they are in locations where you can't use them.

The biggest issue I see in it is likely the random map generator. Making caves like right now is doable. Making bases, which seems new each time is a challenge because players will be more picky. It's like random maps in other games. Adding hills and trees can be done in a lot of ways but as soon as you start to add roads, people will start to assume more restrictions, like for instance making the road pieces be placed in a row rather than randomly distributed. It's a lot harder to make random stuff, which looks like humans decided on a design rather than just whatever nature happens to come up with.

Yeah, but random maps already have some buildings in random places. like the neural vacillator (the thing with the brain in the tank connected to the chair) and the lockers with clothes in them. I don't think it would be too much more difficult to add more important buildings in random - but strategic - places.

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