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[ALL] Grindy Science and Less Grindy Science


ValynEritai

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Grindy Science

Hey, Space Program Managers! Are you tired of science being too easy? Get Grindy Science today and receive 25% 33%! of the possible science at any one time!

Download: http://spacedock.info/mod/1141/Grindy Science or CKAN.

Github: https://github.com/ValynEritai/GrindyScience

This mod requires ModuleManager, as it's a simple MM config.

I made this mod because I don't like how easy science is right now with KCT boosts and all my other mods. The code is based on Science - Full reward! by maculator and both are MIT licensed.This is my first mod, a simple one, but should be okay.


Less Grindy Science

Hey, Space Program Managers! Are you tired of science being too hard? Get Less Grindy Science today and receive 75% of the possible science at any one time!

Download: http://spacedock.info/mod/1143/Less Grindy Science or CKAN.

Github: https://github.com/ValynEritai/LessGrindyScience

This mod also requires ModuleManager, as it's a simple MM config.

I made this mod because it is the opposite of my main mod and I want to cater to both kinds of people. The code is based on Grindy Science and is also MIT licensed.


Feel free to donate to me at https://www.paypal.me/nexxusdrako.

Edited by ValynEritai
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To those that have downloaded anything from this thread before this post, especially including PeerReviewScience... PLEASE delete those copies! I've been trying to get things working with all the apps. As I said, this is my first mod, so it's a little hard for me to get used to a new workflow.

The currently uploaded versions are much more likely to work, the previous ones are not very likely at all.

Edited by ValynEritai
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On a second read and with you mentioning no more science grinding, i would guess it is rather i get a fixed amount of the available science per experiment? 

MAybe it is just me, and my lack of skills in english reading, but i find it kind of hard to understand exactly what it is your mod does. Maybe yu want to describe it a little more in detail  (Just some 'outside' opinion, no offense meant!)

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That is what I intended, however my rudimentary knowledge of ModuleManager got the best of me.

It was originally intended to be a fixed amount of science attempts, but MM doesn't seem to work that way, so instead it in indeed a fixed amount of the available science. Not 100% like Science Full Reward, as I feel that is ever so slightly overpowered, but Less Grindy Science has 75% of the available science each time, yes.

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I don't think that 25% is enough of a buff. In normal KSP after performing the same science five times the science value has decayed to the point of being effectively 0 anyway. That means that the fourth and five reruns of an experiment are the least productive, and therefor many players don't bother doing the same experiment more than three times. I would make the value per experiment either 33% or 50%. meaning you have to run the experiment three times or twice. 

Edited by Errol
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Cool. I would give this a go, but I'm already into my career, and I'm actually playing a career for the first time in 4 years! I'm using the mod full science and then I just reduced the science reward in the difficulty settings to 40%. I also am playing with lots of mods that change strategies. Monthly budgets is a big one. I get less science and funds rewards for contracts, but I get them converted to rep, which then influences my monthly funds allocation. It's a neat combination. I just hate having to revist the same biomes over and over for no reason. 

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  • 2 months later...
  • 1 month later...
  • 9 months later...

"This thread is quite old. Please consider starting a new thread rather than reviving this one." - Sentiment has been noted.

Does this mod mean that an experiment yields less total science or does it mean the total remains the same but you simply have to repeat it more often?

 

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  • 2 years later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

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