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How to increase science required?


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Well, the tree itself is buried somewhere in the gamefiles. I know its possible to alter the tree, but iirc it requires some 3rd-party mod to crack open the bits you want, and I dont know the process.

A workaround for you. In KerbalSpaceProgram/GameData/Squad/Resources you can find ScienceDefs.cfg

This file is notepad editable. It contains a massive amount of spoilers if you havent run through most of the science stuff already, but it also includes (for each 'experiment' entry in the list) a baseValue parameter.

You could drop all the basevalues by a % to devalue the science you collect, this would slow your race through the techtree.

Theres surely a way to change the cost of each node in the tree, maybe someone can chime in with specifics

edit: best back-up the original sciencedefs.cfg incase something goes awry

Edited by celem
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They specifically made the tech tree to be unmoddable. Which means of course that it took the community an extra day to figure out how to mod it. If that :) So it's not easy to hack.

Far easier is what was suggested: Don't spend all of your points. I'm only unlocking one tech node per successful mission and having a blast (sometimes literally) doing it. I've got almost 2 grand of science points in the bank and just unlocked the FL-T800 fuel tank. :D

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Check out the Treeloader mod http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0

Lets you make your own tree, or use that of someone else. The offered one costs more points

As far as I can tell this only allows me to load other trees from people who actually have the TreeEdit which isn't avaliable just yet. Am I missing something?

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As far as I can tell this only allows me to load other trees from people who actually have the TreeEdit which isn't avaliable just yet. Am I missing something?

I don't know about that, I just use the Yargnit tree. I'm sure the tool will eventually allow easy edits though

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