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Is it now possible to easily change science planet modifiers?


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With 1.0.2, has an easy way to change the modifiers of science on a given planet appeared? Atm I'm at the point, where the early game is hard, but still fun, but as soon as you can start jumping Minmus for science, you basically unlike everything. I'd love to change the modifiers, especially for minmus and the mun, extending the mid-game and late game.

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No, you can't using the stock game. All you can do is change the global science modifier when you start a save.

I'm sure if you asked for a mod to do this over in General Add-On Affairs someone would throw it together for you - it seems a very easy plugin.

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I'm liking the global modifier - set my new career at 40% science, and am finding real use for science labs, and scrambling to rescue every lost Kerbal, to get scientists to staff them. I left funding at 100%, lower building upgrade costs have reduced the feeling of "grind" compared to .90. I've been to both Kerbin's moons several times, but am really having to hit every biome just to get into the 300 science tier of parts.

I'm resigned now to pushing on to farther planets, 'cause I know they pay better... but the time! The Uncertainty - If I've forgotten a part, or get someone stranded, they will be stuck for a while. The... lack of ability to skill up Kerbals in the field. Three ships to Duna - science lab, exploration ship, and some extra fuel - will arrive in 290 days (didn't wait for optimal window.) Local contracts and activities are slowing, I will probably do a big timewarp soon.

Its very different from my .90 career, where after about the same amount of game time, I had most of the science tree unlocked, mostly due to contract science payouts.

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