Starbound

Starbound

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FU Research Cost Tweaks
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6 May, 2022 @ 2:29pm
6 May, 2022 @ 2:44pm
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FU Research Cost Tweaks

Description
All researches now only cost science;

Science Point Cost is unchanged

Github[github.com]
Check out FU Research Tweaks
17 Comments
Mr.Wanaskiwin "Navarone" 14 Jun @ 5:50pm 
I think there was a mod for that yes.
Awesometiger999 10 Jun @ 6:18pm 
anyway to get an opposite version of this? i quite like the research system, but having to wait to do anything is really annoying
DrunkFlux 26 Nov, 2023 @ 1:52pm 
I should note that some researches particularly in madness, have changed lately, like Warped AI Chips are no longer needed for anything, and the tech that unlocked them now directly unlocks EVA, you may want to double-check the research unlocks in the varying trees and update this if you ever get around to it.
Golden Rigby 11 Feb, 2023 @ 8:55am 
if you get frackin universe, this mod is a must have along with the infinite research mod, if you don't get sick by the time you reach dense alloy im gonna tell you that you'll need more than 100k research to finish up the tier 7 ores processing (and that's not including the armor and weapons tree)
CS Ghost Animation 27 Dec, 2022 @ 6:45pm 
You are an absolute lifesaver. The game was perfectly fine and progressing normally was challenging on it's own. It's not debatable, let people enjoy their video games. GTA San Andreas was fun with and without cheat codes :)
Mr.Wanaskiwin "Navarone" 11 Nov, 2022 @ 1:56pm 
i personally think FUs research is so completely shit. and most of its research usually consumes the one or two of those items i was barely able to find. Add onto this the fact that the story is completable far before you reach a third or so of research, i wasnt even able to make mid tier shit, not like i needed to, i found most of the important gear i was working hard to try and make.
jtgibson 11 Nov, 2022 @ 10:10am 
7) It's essentially a tutorial, which for experienced players is more of a detriment than a benefit. Advanced players would rather just tackle complex setups head-on.

8) It forces players to explore dangerous, repetitive, or uninteresting worlds and dungeons to acquire the materials necessary just to progress in the mod, rather than being able to trade time or money to work around the parts of the game/mod they don't like. Vanilla is guilty of this, too, but Frackin Universe takes it to a whole new level.
jtgibson 11 Nov, 2022 @ 10:09am 
5) Speaking of "equipment you need now", upon discovering an obstacle to your gameplay that would be readily surmountable with a quick jump back to crafting, you are now forced to spend time and resources just to unlock that item. By the time you spend that time and resources, your needs may have changed or you may have forgotten why you were exerting the effort in the first place.

6) It forces the player to learn and use certain FU gameplay mechanics even if they don't want to, and locks much of even *vanilla* behind this system. Being able to make something that was once readily available in vanilla requires building almost every Frackin Universe crafting station; it reduces the player's freedom.
jtgibson 11 Nov, 2022 @ 10:07am 
3) It increases already grindy gameplay even further by forcing you to spend time to acquire resources, which you are already spending time to acquire. It takes time away from the genuinely fun part of the game -- exploration -- and shifts it over to resource management and logistics, in a game that was never properly about resource management and logistics. Compare Factorio, Satisfactory, or Oxygen Not Included with Starbound to distinguish their intended gameplay loops.

4) It adds an extra layer of complexity and/or Guide Dang It to crafting, by requiring the player to know in advance which research unlocks which crafting tree and where on the crafting tree a piece of equipment you need now is.
jtgibson 11 Nov, 2022 @ 10:07am 
@Alloy The research system is a good idea in theory but obnoxious in practice. Any form of progression system like this adds out-of-character gating that is otherwise unrelated to gameplay. The same problem plagues Empyrion and No Man's Sky, so it's not unique to Starbound. When even vanilla Starbound's tiering system is sometimes unnecessarily limiting, this makes it worse.

1) It slows down the early game, when the game already isn't fun, and prolongs the period it takes to get genuinely interesting equipment.

2) It accomplishes its goal of decluttering the crafting menu, but only in the early game. By the time you unlock most of the research, your menu is just as cluttered as it ever was.