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Simple Science Mod


mythSSK

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I'm looking for a way to increase the amount of science generated through experiments. I'd really appreciate some help, either if someone could put together a quick mod to do this or if someone could explain how I could create such a mod myself.

In career mode, I disliked how I was getting most of my science from contracts, to the point where I wasn't really bothering to conduct experiments anymore. I now have the Contract Science Modifier mod to remove the science rewards from Contracts, but on its own I'm now having the opposite problem -- I'm struggling to get enough science in the early game to unlock stuff I need to be able to get more science.

So yes, looking to increase the amount of science that it is possible to gain from any given experiment by say, an extra 50%. Please help :)

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See Limiting science gain via MM, particularly this MM snippet:

@EXPERIMENT_DEFINITION[*]
{
@baseValue *= 0.625
@scienceCap *= 0.625
// Preserve the original file size.
@dataScale /= 0.625
}

If you wanted to double your science gains instead of cutting them to 60%:

@EXPERIMENT_DEFINITION[*]
{
@baseValue *= 2
@scienceCap *= 2
// Preserve the original file size.
@dataScale /= 2
}

- - - Updated - - -

Also note that there are a LOT of KSC biomes to get science from:

RJuw9tQ.jpg

Connect two capsules (for balance), slap on some science gear, and roll your way to science!

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When you start a new game you are able to setting a custom difficulty, in there is a science modifier where you can set all experiments to 150%

That applies to contracts AND experiments, doesn't it? The idea is to raise the science output of experiments while contracts stay the same.

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