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[0.90] ZeroScienceContracts (no science from contracts)


acerola

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ZeroScienceContracts removes the science rewards from the contracts.

License: public domain.

Source code: included in the package.

Thanks to FlowerChild for the code.

Download: ZeroScienceContracts.zip

Note: the mod uses the OnContractsListChange event. So, if you install the mod and load a savegame that was created without the mod, the current available contracts will still have science rewards. To fix that, just refuse a contract (or do something that changes the contract list) so that the mod will updated the contracts and remove the science rewards.

Edited by acerola
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  • 4 months later...

Does this also zero out all science from the Administration building that lets you funnel 90ish% reputation and 20ish% funds into science? Because I REALLY hate that you can do that, I can literally stay in kerbin's orbit and research warp drive tech because of that exploit...

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Does this also zero out all science from the Administration building that lets you funnel 90ish% reputation and 20ish% funds into science? Because I REALLY hate that you can do that, I can literally stay in kerbin's orbit and research warp drive tech because of that exploit...

I think so. Never tested.

But if you don't want that extra science from the admin building, just don't enable it.

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  • 1 year later...

Contract Reward Modifier

Please forgive the Necro.

I have been searching for an up to date mod like this one for some time now, and finally a really helpful Streetwind helped me out. The above mentioned mod give you the ability to set contract-only rewards to different percentages(like 0% science), because I believe that we should commit ourselves, to landing a kerbal on the Mun(and returning him safely) before the week is out (or before the tech tree is unlocked with contracts) and return him safely...maybe return him the week after on another craft.:D

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