Vaults of Knowledge


Vaults of Knowledge is the second sub-module of AoTD and perhaps the largest module.

It completely overhauls the colony system, and provides the ability to progressively research new technology, build various new industries that has the abilit to synergize, that could benefit you in your exploration of the stars.

Current Version: v2.1.5 for 0.97a

Compatible with version: 2.1.0-2.1.4

Module

Vaults of Knowledge

About

Total Overhaul of Colony Progression

This module completely overhauls colony progression, replacing industries with more basic variants that need to be researched to be improved upon. For instance, Farming has been replaced with Monoculture Plots, Refining with Smelting, and Heavy Industry with Heavy Production. Vaults of Knowledge alters the path to advanced technology by adding a new step: a research tech tree.

Progress Through a Tech Tree

To progress further, you will need to construct the Research Facility, which allows you to access the tech tree using either the CTRL-T hotkey or the option that appears in the building’s dropdown menu when clicked.

Scientists

During your quest for knowledge, you might meet special characters- scientists who have noticed your exploration of the lost technologies of the Domain. You can recruit these special characters to become your Head of Research, a position which provides bonuses based on their specialties- for example, cost reduction for new technologies

Special Projects

With your advancements and achievements, your research team might propose special projects- projects which can provide one-time rewards or permanent buffs. Watch out, though: these projects will require you to make difficult decisions! Each decision made during a project can significantly alter the outcome of the entire project, up to causing you to fail and lose the opportunity entirely.

Rediscover the Domain’s Technology

As you prepare to delve into the depths of Lost Knowledge and the arcane secrets of the Domain, remember: nothing comes free. You must pay to start research, and for that you will need to delve into the wild fringe of the Persean Sector. You must find planets with Pre-Collapse Facilities and secure them. In those facilities, you will find Research Databanks that are needed to progress further down the tech tree. With enough time and determination, you will be able to grasp the technological might of the Domain and gain access to more powerful industries and bonuses. But remember- you are not the only one craving these technologies. Other factions will also look for them!

New Commodities

Vaults of Knowledge introduces new commodities to the marketplace, giving you more opportunities to make money from selling or exporting while also making it harder to establish a stable colony supply chain. Some commodities are produced in very small quantities, as the facilities producing them fell into ruin in the chaos and war of the post-Collapse era Persean Sector- some were never even constructed in the Persean Sector, making it more reliant on imports cut off by the Collapse of the gate network. These rare commodities are needed by the most advanced versions of industries to allow them to function properly.

Coronal Hypershunt Rework

This part of the mod alters hypershunt restoration significantly. After liberating it from [ULTRA-REDACTED], you will need to colonize it and repair its internal infrastructure first, which costs a considerable amount of advanced resources from colonial industries for the entire duration of the repair, possibly even endangering the megastructure itself if you neglect to fix its decaying shielding- up to the point of obliterating the entire hypershunt. Moreover, the hypershunt’s bonuses are also altered to provide more benefit to player colonies over time as the megastructure is repaired.

Releases

Latest Release:

v2.1.5 for 0.97a

Compatible versions: 2.1.0-2.1.4

[Download]

  • Fixed gramma in terms of typos and spelling in commodities, ui, intels etc etc. Only industry descriptions are left to do.
  • Fixed issue with being soft-locked when you leave pre collapse facility IMMIDEATLY AFTER you defeat fleet guarding it.
  • Fixed issue with Fuel Production modular constructor not working.
  • Minor bugfixes in terms of performance.

v2.1.4 for 0.97a

Compatible versions: 2.1.0-2.1.3

  • Fixed bug with modular constructor : fuel production type not being able to be inserted into fuel production
  • Fixed bug with subsidized farming, that basically does not allow uaf item to be installed
  • Added support for Genelab from boggled mod that if Genelab is present, Orbital Fleetwork and Skunkwork wont add pollution
  • Removed some left-over placeholders

v2.1.3 for 0.97a

Compatible versions: 2.1.0-2.1.2

  • Brought back Beyond the Veil Questline: Now requirement is to research either Orbital Fleetwork or Skunkworks facilities.
  • Fixed issue with colonization of hyperspace.
  • Fixed issue with Blast Processing Unit improvement not working.
  • Buffed slightly production of fuel by Blast Processing Unit.
  • Fixed bug with UI going out of boundaries.
  • Added new Modular Constructor for Blast Processing Unit so synchrotron won't be needed anymore.
  • Added UI improvement to industries in tech tree, so you can see from what they are upgrading from.

v2.1.2 for 0.97a

Compatible versions: 2.1.0-2.1.1

  • Added queue system to research.
  • Added improvements to UI to make researching more comfortable.
  • Fixed bug with Modula being available without research, and now it's structure, not industry.
  • Fixed bug with Stella Manufactorium showing strange message in building menu.

v2.1.1 for 0.97a

Compatible versions: 2.1.0

  • Added back dynamic cost of Research Facilities.
  • Added few UI Improvements to main UI.
  • Added research speed bonus depending on how much facilities you have.
  • Fixed bug with UI on main screen, that you could click access tech tree even when it was hidden.

v2.1.0 for 0.97a

Incompatible with previous versions

  • Addition of UI, that keeps track of currently researching technologies on your screen (Button will appear always on left side of UI).
  • Modular Constructors are now items used to upgrade further.
  • Pre Collapse Facilities now drop Modular Constructor in various quantities and with different effects.
  • Added Digital Codex Consortium industry.
  • Now fight in Pre Collapse Facility won't damage Remnant relations.
  • Fixed bug with UI, where progression bar was too long.
  • Fixed bug, where after defeating Automatic Defence Fleet, dialog got cleared and was weird (the text one).

v2.0.14 for 0.97a

Compatible versions: 2.0.0- 2.0.13

  • Updated industry images with refurbished ones.

v2.0.13 for 0.97a

Compatible versions: 2.0.0- 2.0.12

  • Fixed bug with spontaneous combustion of Purification Center on Voltrum or other water worlds
  • Fixed bug with BioLab being unlocked via Consumer Goods tech, not Drug Amplification
  • Implemented new way of clearing UI components memory, as it was reported by one person some performance issues
  • Fixed bug with overwriting Mothership drop poll
  • Adjusted Automatic Defence Force fleets to also include remnant AI core admirals (not like previously did not had anyone)
  • Fixed remnant being able to retreat from battle

v2.0.12 for 0.97a

Compatible versions: 2.0.0- 2.0.11

  • Fixed Bug with hypersunt causing random crash after shield does a little trolling
  • Fixed Bug with Special Project: Nanoforge Restoration: If you are soft locked run this code through console command: AoTDMainResearchManager.getInstance().getResearchProjectFromRepo("aotd_nanoforge_restoration").setCurrentlyOngoing(false);
  • Added few improvements to special project ui, mainly about descriptions
  • Nanoforge Restoration now have 3 Different Outcomes: One has been added
  • Fixed bug with spontaneous combustion of research facility which crashed the game

v2.0.11 for 0.97a

Compatible versions: 2.0.0- 2.0.10

  • Updated game to 0.97a-RC6
  • Removed All Dependencies

v2.0.10 for 0.96a

Compatible versions: 2.0.0- 2.0.9

  • Fixed critical bug with Hyperdimensional Processor
  • Added option for lunalib to adjust research speed (for those who wants their research to truly last longer)
  • Removed req for other items than databanks or colony items for research due to doing more harm than good

v2.0.9 for 0.96a

Compatible versions: 2.0.0- 2.0.8

  • Fixed bug with Bifrost Gate due to wanky overwrite of custom entities.json
  • Also fixed bug with refining not wanting to upgrade

v2.0.8 for 0.96a

Compatible versions: 2.0.0- 2.0.7

  • Fix another bug with upgrading industries which req special items consumption
  • Fixed bug with Stella manufactorium being bricked (one line code commented)
  • Fixed bug with Hyperdimensional processor not being detected if you have more than 1 research facility
  • Slightly improved Stella Manufactorium tooltip

v2.0.7 for 0.96a

Compatible versions: 2.0.0- 2.0.6

  • Fix bug with Hypershunt spontaneously combust and break the game
  • Fix bug with not upgrading some industries which consume colony items
  • Small improvements to tech tree UI Again
  • Some grammar fix

v2.0.6 for 0.96a

Compatible versions: 2.0.0- 2.0.5

  • UI improvement: now you can with right mouse move within x and y axis
  • Nerfed water commodity
  • Increased quality of production for Orbital Manufactorium by 20%
  • Added sound effects for starting and finishing research: Thanks Haplo

v2.0.6 for 0.96a

Compatible versions: 2.0.0- 2.0.4

  • Fixed bug with spontanious combustion of Purification Center on Voltrum or other water worlds
  • Fixed bug with BioLab being unlocked via Consumer Gooods tech, not Drug Amplification
  • Implemented new way of clearning UI componenets memory, as it was reported by one person some performance issues
  • Fixed bug with overwriting Mothership drop poll
  • Adjusted Automatic Defence Force fleets to also include remannt AI core admirals ( not like previously did not had anyone)
  • Fixed remannt being able to retreat from battle

v2.0.5 for 0.96a

Compatible versions: 2.0.0- 2.0.3

  • Fixed UI problem with special projects: Progression bar not working.
  • Fixed problem with special projects spawning infinite nanoforge, AGAIN.
  • Added Console Commands Support.
  • Added Lunalib support.

v2.0.4 for 0.96a

Compatible versions: 2.0.0- 2.0.3

  • Fixed UI problem with special projects.
  • Finally tech tree UI works properly for UI scaling.

v2.0.3 for 0.96a

Compatible versions: 2.0.0- 2.0.2

  • Fixed coronal pylon not working properly.
  • Fixed bunch of UI issues: Like scrolling with right mouse reset x offset position.

v2.0.2 for 0.96a

Compatible versions: 2.0.0- 2.0.1

  • Fixed random crash during game that involved research manager for factions, AGAIN.

v2.0.1 for 0.96a

Compatible versions: 2.0.0

  • Fixed crash with pirate start.
  • Fixed random crash during game that involved research manager for factions.
  • Fixed Domain Type Modern Standardization and Mega Assembly Systems techs.

v2.0.0 for 0.96a

Incompatible with previous versions

  • Fully reworked UI of Research interface, simplifying it and changing it to look like an actual tech tree, compared with 1.7.2 version.
  • Removed Fully VOK Databank mechanic from game, and returned to paying for research with databanks.
  • Added ability for other NPC factions to also research stuff from AoTD.
  • Added Custom icons to tech tree, Credits to CY/Milkydromeda for his contribution to mod.
  • Temporarily removed Tri Tachyon scientist, as scientist mechanic will get overhaul in 2.1 patch: Council Of Galatia.
  • Added new special project mechanic, which are projects, that have different outcomes depending on your choices.
  • Fully reworked encounters at Pre Collapse Facilities: From now on factions will send their own expeditions which if successful will result in faction's technological boost.
  • Added Special script that is basically making factions use AoTD industries, once research certain techs.
  • Added new technologies, that gives new modifiers to colonies, your fleets, faction fleets etc.
  • Changed how a lot of commodities are now produced.
  • Changed entirely how Hypershunt repair phase looks like (You will see for yourself ;3).
  • Bunch of bugfixes regarding alpha versions.
  • Short summary: Total Overhaul of most mod's mechanics.

About Me

Welcome Starfarer,

My name is Kaysaar. I am a Starsector modder and the main developer of Ashes of The Domain. Always coming up with crazy ideas to pursue my own goals and having fun!

Credits

Early Development

  • Ciruno
  • uhbyr1
  • RaiDz

Web Developer

  • ELIF_

Artwork

  • CY/Milkydromeda
  • Dwarven_Seaman
  • RLSVD
  • Minideth

Programming and Feedback

  • Lukas04
  • Nia Tahl
  • PigeonPun
  • USC discord

General Assistance

  • AoTD Discord
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