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: 4.0.0 for 0.98

Incompatible with previous versions

Module Info

Vaults of Knowledge

I sift through the silent wreckage of the old world and find another fragment of understanding. Each recovered data is a spark in the dark – the only light by which we might rekindle that long-faded golden age.

Scientist Sophia Anderson, Personal Log

Research Tree

Start small and dream big. This module completely overhauls the colony progression, by adding a brand new technology progression tree, expanded colony industry upgrade paths that need to be researched, and expands both up and down the technology level, allowing you to dream bigger than ever before.

From humble beginnings, you will no longer start on even footing with the other major factions of the sector, having access to only the most basic industries, inferior to those of the rest of the sector.

With time and dedication, however, and with enough resources, you can climb the new research tree, unlocking ever more powerful variants of industries, match your adversaries, reclaim what has been lost in the collapse, and re-kindle fire lost with the Collapse of the Domain.

New Industries

Along with the new research tree, you will find a lot of new added industries, that will give you more control over your colonies than ever before.

Starting with just the basics, as you progress through the tech tree - you will unlock new and upgraded versions of your industries, ranging from simple upgrades, to different and branching upgrades that massively change the industry functionality.

From the humblest early farming tracts, to sprawling mines, massive volatile extractors and colossal orbital industries, your worlds will see unprecedented levels of customization, specializations and, most importantly, profit.

New Resources

And as you reach ever higher, with more knowledge of the past restored - you will find yourself with a need, and eventually the ability to produce items to a quality known only to the Domain.

With time, the Sector will notice the sudden appearance of such quality items, introducing new markets where demand far exceeds supply — markets that only you can fulfill.

Demand that grow after 6 months being available on market

Demand that grow after 6 months being available on market

Synergies

The presence of two or more specific structures on the same world allows them to interact, granting additional — and sometimes unexpected — benefits.

Synergy efficiency can be enhanced in many ways, with one of the most impactful being the Maglev Central Hub — elevating both your colony’s productivity and its aesthetics.

Colony Development Plan

Before colonization of world you will be presented with choice, of how colony should develop further down the line. Follow the time-tested balanced colonization approach favored by the Domain for familiar, repeatable results. Centralize your people in a single city, or scatter them throughout the world in tiny outposts. Each and every one will give different bonuses and drawbacks, and make your worlds even more unique and interesting than before.

Custom Production

A massive rework has taken hold of the custom production tab too. Now, simply paying to produce ships and weapons that you need is no longer enough. Your empire will need to actually produce the underlying resources required, pushing you to expand your worlds and empire ever further.

Military Industrial Complex

Military Industrial Complex

Weapons and ships will now require you to have industries producing heavy arms and hulls respectively, and with some time and dedicated research - even colony items will become available for your own production too - allowing your ships and worlds to prosper beyond imagination.

Black Site Projects

The Persean Sector hides countless secrets, both ancient and disturbingly recent.

Black Site Projects let you undertake clandestine endeavors: rebuilding experimental vessels, forging unprecedented AI constructs, and uncovering truths that range from long-buried knowledge to discoveries verging on the heretical — or the inhuman.

Superweapons

Weapons of incredible potential are not an unseen sight in the sector, but rarely are they truly unique. With this module, however, you’ll be able to find and construct a few truly unique, one of kind weapons with abilities never before seen.

Abyssal Progression Overhaul

With recent encounters within The Orion-Perseus Abyss, you will be able to new type of matter, that your R&D team will be able to study it. Once gathered enough data, you might discover how to harness those "beings" and create new, powerful source of energy.

And with it, endless applications.

Exploration

Scattered among the ruins of the Domain’s reach, you will find ancient pre-collapse facilities. Forgotten bunkers and ruined cities, charted on maps long lost, hold riches and scraps of knowledge of the old. Their automated guards stand watchful vigil for all who try to take it.

Brace for fighting, for if you win - your reward will be ancient databanks, which you can use to learn the secrets of the Domain, and use them to build a better future for all worlds.

But sometimes, maybe you should not venture way too deep. For not all that peer behind the Veil may return unchanged…

Megastructures

But not all that has been left over by the Domain is as dormant as the facilities. As you scour the sector - you might find something bigger than before.

Awe inspiring structures, leftovers from the finest minds and forges of the Domain - yours for the taking.

With newly developed technologies and your growing industrial might, you may attempt to restore them — an undertaking of staggering resource demands, yet one that grants immense power to your colonies and marks the first true step toward reviving the lost glory of the Domain of Man.

Releases

Latest Release:

4.0.0 for 0.98

Incompatible with previous versions

[Download]

  • NOTE UPDATE SOP AND VOS IF YOU USE IT OR IT WILL CRASH IF USED WITH NEW VOK!!!
  • Fixed unexpected issue with items for upgraded industries
  • Added production reports and production history for weapons, ships, and fighters.
  • Removed 7 structures/industries: Orbital Manufactirum, Fracking, Polcrystalizator, Cascade Reprocessor, Planetary Defence Force, Heavy Production, and Stella Manufactorium
  • Added 7 new structures/industries: Exomatter Processing, Plasma Harvester, Maglev Central Hub, Black Site, Trade Outpost, Macro-Industrial Complex and Star Citadel
  • Commerce and Underworld now are upgrades from Trade Outpost.
  • Added new type of market : Trade Outpost Market
  • Removed upkeep from megastructures when claimed and not restored. Lowered upkeep costs of restored sections, while increasing restoration costs.
  • Special Projects are now Black Site projects, which will require Black Site to be operational.
  • Some industries now have custom AI core effects.
  • Added a growing demand mechanic for certain AotD commodities (Domain Heavy Machinery and Compound).
  • Added 2 new special projects as collabs: What We Left Behind and Neon Ship Pack.
  • Added new mechanic before colonization : Colony Development Path, basically makes you choose which direction you will take colony in long run.
  • Overhauled the shroud encounter and the method to obtain hullmods and weapons.
  • Added 1 new commodity: Tenebrium Cells.
  • Added 4 new colony items.
  • Added 2 superweapons.
  • Added a fourth upgrade for high-tech and low-tech stations: Star Citadel.
  • Added 9 additional special projects.
  • Overhauled the scientist mechanic: additional recruit-able scientists, each with upkeep, a passive skill, and an active ability (active only when they are head of R&D).
  • Megastructures now spawn in the same constellation as Hypershunt (may later spawn in constellations around 10 LY from Hypershunt).
  • Various bug fixes.
  • Adjusted the tech tree and added new bonuses to compensate for the removal of some industries.
  • Added 4 new technologies to research.
  • Changed production for several industries and updated their names and descriptions.
  • Overhauled the Nidavelir texture and made it visible in additional parts of the UI.
  • Research UI now supports proper hover tooltips.
  • Overhauled the Synergy mechanic and added 22 industry synergies.
  • PCF facilities entries can be now deleted (Thanks Purple)
  • Replaced all industry AI sprites with artwork done by Cy/Milkydrommeda, Neoysod, and Jeremy Cohen ,big thanks to you three!
  • Note : Stella Manufactorium and Planetary Defence Force will be re-introduced in later patches.

3.4.2 for 0.98

Compatible versions: 3.4.0 - 3.4.1

[Download]

  • Fixed unexpected issue with items for upgraded industries

3.4.1 for 0.98

Compatible versions: 3.4.0

  • Finally fixed random debris field spawning from Pre-Collapse Facility inside star
  • Fixed issue with Guardians from Guardian Project reverting to Automated hull for some stupid reason
  • Fixed Biolab industry having vanilla sprite

3.4.0 for 0.98

Incompatible with previous versions

  • Fixed negative progress in research menu
  • Fixed Nidavelir Ship Quality buff listed as null
  • Aquatic Biosphere Harvest now applies bonus correctly
  • Fixed spawning of Nidavelir and Pluto, so they don't spawn in hidden/ special star systems (Hope)
  • Probably fixed debris field field from PCF spawning inside of star
  • Fixed issues with Corrupted Nanoforge project
  • Fixed issues with Ziggurat Project
  • Renamed Basic AI Algorithm special project to "AI Algorithm Analysis"
  • Added ability to decide when to consume compound
  • Added support for Seats of Power timeline events

3.3.5 for 0.98

Compatible versions: 3.3.0 - 3.3.4

  • Fixed crashes related to Pre Collapse Facility (Magiclib and with Item blueprint plugin)

3.3.4 for 0.98

Compatible versions: 3.3.0 - 3.3.3

  • Fixed issue with projects, where ship is demanded, that caused player to not get refund for s-mods
  • Fixed issue with wild talk to officer button (shhh that is for other project)
  • Fixed graphical issue in tech tree, that scaling sometimes was off by 1 pixel
  • Made preparations with coreUI script for new upcoming module
  • Fixed grammar issue with compound tooltip

3.3.3 for 0.98

Compatible versions: 3.3.0 - 3.3.2

  • Fix issues with repeatable projects not being repeatable
  • Note : If you have issues with project being stuck at 100% to fully apply fix must be finished first, to do this type command finish_project <project_id> : Project id's you will find in aotd_projects.csv in data/camapign folder of mod.
  • Fixed issue with Ziggurat project using invalid id.

3.3.2 for 0.98

Compatible versions: 3.3.0 - 3.3.1

  • Fix issues with colonization of nidavelir giving double megastructure (Love discovering bugs right AFTER releasing patch)

3.3.1 for 0.98

Compatible versions: 3.3.0

  • Fix issues with compopund UI scaling
  • Fix issue with you immediately getting Nidavelir (It will be removed)
  • Fixed crash with searchbar for Items

3.3.0 for 0.98

Incompatible with previous versions

  • NOTE : REQ ASHLIB 1.2.0 VERSION
  • Overhaul of Entire Special Project mechanic : now having its own tab
  • Introduced 4 new projects, related to AI cores, new commodity ship enhancement and corrupted nanoforges
  • Reworked entire framework for Special Projects, allowing much more customization
  • Replaced Vanguard Forge and Bulwark Foundry sprites (Thanks Neo)
  • Fixed bug where save files grown to stupidly large sizes due to oversight in code
  • Fixed issues with Research manager crashing when some of vanilla factions don't exist.
  • Fixed issue with duplicate research facilities
  • Adjusted amount of layers Nidavelir is using for rendering for performance increase
  • Fixed issue with negative progress of research menu when toying with speed multiplier
  • Fixed issue with Technologies not consuming databanks properly
  • Fixed issue with NPE for Bifrost Network, when you are building another gate.
  • Fixed issue with Nexerlin colony fleets not claiming Nidavelir
  • Added collab with Arthur's Ship n Stuff : Arkoship Construction Special Project

3.2.0 for 0.98

Incompatible with previous versions

  • Overhauled Entire Research UI : Introducing Zoom
  • Revamped Order UI and Gathering Point UI for custom production, together with some buttons for readability

3.1.6 for 0.97a

Compatible versions: 3.0.0 - 3.1.4

  • Updated research facility sprite
  • Applied necessary changes for VoS events

3.1.5 for 0.97a

Compatible versions: 3.0.0 - 3.1.4

  • Fixed crash related to UI and weird stuff on different platforms
  • Updated pop up UI's with animations

3.1.4 for 0.97a

Compatible versions: 3.0.0 - 3.1.3

  • Fixed crash related to Question of Loyalty

3.1.3 for 0.97a

Compatible versions: 3.0.0 - 3.1.2

  • Fixed crash on other platforms like Linux or mac with production tooltip

3.1.2 for 0.97a

Compatible versions: 3.0.0 - 3.1.1

  • Fixed issue with music player in command UI
  • Fixed issues with tooltips in production menu and managed to implement vanilla ones
  • Replaced Bifrost Gate sprite

3.1.1 for 0.97a

Compatible versions: 3.0.0 - 3.1.0

  • Fixed issues with Aquaculture / Fishing Harbour
  • Fixed issue with mod display not working correctly in upgrade menu
  • Fixed Nidavelir crash when entering system with megastructure

3.1.0 for 0.97a

Compatible versions: 3.0.0 - 3.0.3

  • Removed Fishery industry.
  • Added Fishing Harbor industry to replace Fishery.
  • Updated sprites for Fishing Harbor and Mining Megaplex.
  • Fixed a few issues related to the building UI by making BMO a dependency.

3.0.3 for 0.97a

Compatible versions: 3.0.0 - 3.0.2

  • Fixed bug with Hyperdimensional Processor not being detectable
  • Fixed help button being hidden on higher resolutions in research screen
  • Fixed weird bug with research scroller being in weird places
  • Fixed AI core orders not giving ai cores (lmao)
  • Fixed lunalib setting now working properly
  • Fixed Military Industrial Complex achievement
  • Fixed weird bug with Bifrost Network UI

3.0.2 for 0.97a

Compatible versions: 3.0.0 - 3.0.1

  • Fixed bug with Nidavelir megastructure industry
  • Fixed crash related to Pluto mining station
  • Fixed crash with fighters (REQ Ashlib 1.0.4 for this fix)

3.0.1 for 0.97a

Compatible versions: 3.0.0

  • Fixed costs in production tab being too high
  • Fixed crash with databank donation

v3.0.0 for 0.97a

Incompatible with previous versions

  • NOTE: UPDATE ASHLIB FIRST TO 1.0.3 VER
  • Added new Megastructure mechanic, together with 4 megastructures in total to be reclaimed and re-built
  • Revamped UI for Research adding better info
  • Revamped all Custom UI made so far into one tab (Research & Development) and 3 sub-tabs (Production, Research and Megastructures)
  • Added new colony item: Turing engine
  • Added 2 new industries related to megastructures
  • Added 13 Achievements for Vok (MagicLib)
  • Removed mild condition requirement for Resort Center
  • Increased drastically cost of all supercapital projects (2 times)
  • Completely removed water from economy
  • Removed research project mechanic completely
  • Fixed performance issues with AoTD custom production
  • Fixed bug with Hyperdimensional Processor not being detected in some colonies
  • Fixed bug with Gp modifier spamming market conditions
  • Fixed water bug (no water, no bug)
  • Fixed all research project bugs
  • Fixed spawning PCF on top of Galatia quest (probably)
  • Fixed issue with Biolab and Consumer Industry having the same description

v2.4.11 for 0.97a

Compatible versions: 2.4.0 - 2.4.10

[Download]

  • Added throughput mechanic to overhauled custom production, with its share of penalties if you lack resources
  • Added for future patch ability to produce AI cores (still working on few things)
  • Fixed bunch of unusual bugs with Custom Production UI

v2.4.10 for 0.97a

Compatible versions: 2.4.0 - 2.4.9

[Download]

  • Added functionality to increase production of databanks in research facilities (Needed in new Vos Event)

v2.4.9 for 0.97a

Compatible versions: 2.4.0 - 2.4.8

[Download]

  • Added further functionality for customization of special projects ( special listener that modfies ship before delivering it )

v2.4.8 for 0.97a

Compatible versions: 2.4.0 - 2.4.7

  • Moved a lot of backend things from Global Production UI (rendering) into new library mod
  • Added new dependency : Ashlib (Included already in download link for VOK)

v2.4.7 for 0.97a

Compatible versions: 2.4.0 - 2.4.6

  • Finally display correctly Fighter bay row in Custom Production
  • Replaced Hyperdimensional Processor sprite
  • Replaced Subsidized farming sprite

v2.4.6 for 0.97a

Compatible versions: 2.4.0 - 2.4.5

  • Fixed another crash with Gathering point
  • Fixed attitude data crash
  • Fixed issue with coreUI menu when dialog is opened

v2.4.5 for 0.97a

Compatible versions: 2.4.0 - 2.4.4

  • Fixed crash with gathering point
  • Fixed visual bug with rendering ships in custom production
  • Added teaser for 2.5 patch
  • Fixed error with TRiOS

v2.4.4 for 0.97a

Compatible versions: 2.4.0 - 2.4.3

  • Fixed bug with Custom Production UI when accessed from intel tab
  • Fixed bug with resetting sound when switching UI
  • Added new soundtrack
  • Added TRiOS support for Vaults of Knowledge
  • Replaced Resort Center sprite with new version
  • Added option so special projects can also demand ships as initial payment
  • Changed Radiant project from IX Battlegroup to demand base Radiant hull for initial cost

v2.4.3 for 0.97a

Compatible versions: 2.4.0 - 2.4.2

  • Fixed bug with UI initializing in wrong way resulting in interface that can't be closed

v2.4.2 for 0.97a

Compatible versions: 2.4.0 - 2.4.1

  • Fixed bug with core UI dismissing when switching to different coreUI
  • Fixed bug with double mantle bore bonus towards mining water
  • Fixed bug with Stella Manufactorium not being able to use nanoforges

v2.4.1 for 0.97a

Compatible versions: 2.4.0

  • Fixed bug with vanilla Custom Production panel causing crash

v2.4.0 for 0.97a

Incompatible with previous versions

  • From now on research UI is also integrated into vanilla UI (Main reason for save breaking)
  • Refined metal have received new sprite

v2.3.14 for 0.97a

Compatible versions: 2.2.0 - 2.3.13

  • Fixed bug with QoL that research script ignored storages from other markets that player owned!

v2.3.13 for 0.97a

Compatible versions: 2.2.0 - 2.3.12

  • Fixed bug with QoL that research storage does not appear on player owned markets!
  • Added new button to command UI as teaser for future major patch

v2.3.12 for 0.97a

Compatible versions: 2.2.0 - 2.3.11

  • Fixed leftover bug that made research script running even when game was paused

v2.3.11 for 0.97a

Compatible versions: 2.2.0 - 2.3.9

  • From now on Global Production UI is directly integrated into vanilla UI using different method ,which should resolve potential unforeseen bugs

v2.3.10 for 0.97a

Compatible versions: 2.2.0 - 2.3.9

  • Fixed issue with being stuck with planet when leaving colony ui after clicking pop-up

v2.3.9 for 0.97a

Compatible versions: 2.2.0 - 2.3.8

[Download]

  • Integrated Custom Production UI rework into Vanilla core UI ( It is now as accessible as old Custom production is) : Again !
  • Fixed bug with Special Project intel bricking game
  • For modders : added new tag aotd_ignore_gp which is used for items that you dont wanna be learned by player!

v2.3.8 for 0.97a

Compatible versions: 2.2.0 - 2.3.7

  • Reversed : Integrated Custom Production UI rework into Vanilla core UI ( It is now as accessible as old Custom production is) : Due to unforeseen bugs

v2.3.7 for 0.97a

Compatible versions: 2.2.0 - 2.3.6

  • Integrated Custom Production UI rework into Vanilla core UI ( It is now as accessible as old Custom production is)
  • Added new perk for Question of Loyalty : when having certain ranks you gain ability to built weapons/fighters/ships that are known by your commissioner.
  • Replaced Purified Transplutonics sprite

v2.3.6 for 0.97a

Compatible versions: 2.2.0 - 2.3.5

  • Fixed crash with Question of Loyalty

v2.3.5 for 0.97a

Compatible versions: 2.2.0 - 2.3.4

  • Fixed critical bug with Global production not counting all industries
  • Fixed bug with Guardian project

v2.3.4 for 0.97a

Compatible versions: 2.2.0 - 2.3.3

  • Fixed crash when trying to sort via manufacturer
  • Added support for Question of Loyalty module (Alpha ver available on my discord)
  • Replaced databank sprite

v2.3.3 for 0.97a

Compatible versions: 2.2.0 - 2.3.2

  • Item blueprints now generates only from colony item poll

v2.3.2 for 0.97a

Compatible versions: 2.2.0 - 2.3.1

  • Made sure that Galatia wont evaporate without water (Just precaution as i dont know fully what causes Galatia deciv fully

v2.3.1 for 0.97a

Compatible versions: 2.2.0 - 2.3.0

  • Fixing bug in dialog with Research Attitude data
  • Fixed bug with Consumer industry and High tech industry being swapped
  • Added new sprite for Electronic Components

v2.3.0

Compatible versions: 2.2.0 - 2.2.10

  • Major balance changes towards cost of technologies
  • Added ability to produce items in the same menu as ships/weapons/fighters
  • Added new item: Item blueprints for quicker access to item production (Found in Pre Collapse Facilities)
  • Added new industry: High Tech Industry
  • Advanced Components has been renamed to Electronic Components
  • Added new commodity: Domain-grade machinery
  • Electronic Components production moved to High Tech Industry
  • Removed Militarized Heavy Industry
  • From now on, Stella Manufactorium produces stuff and upgrades from Civilian Heavy Industry
  • Revamped water mechanic in terms of production and penalties
  • Added new special project: 'Guardian's Awakening'
  • Another major change towards UI, now each order can be customized with how much you produce at the same time.

v2.2.9 for 0.97a

Compatible versions: 2.2.0 - 2.2.8

  • First batch of UI Improvements of Ship production UI

v2.2.8 for 0.97a

Compatible versions: 2.2.0 - 2.2.7

  • Fixed crash with diable avionics and other mods (getTravelDrive null or isActive method causing crashes)

v2.2.7 for 0.97a

Compatible versions: 2.2.0 - 2.2.6

  • Fixed bug with fighter production UI searching feature not working
  • Fixed bug with fighter tooltip UI not displaying weapons
  • Fixed bug with ship production ignoring quality
  • Added new sprite for Orbital Skunkworks facility

v2.2.6 for 0.97a

Compatible versions: 2.2.0 - 2.2.5

  • Fixed bug with Subsidized farming yeeting soil nanites for no reason
  • Added to ship production UI a lot of on-hover tooltips giving more information about various elements
  • Added support to choose ships by multiple tags (like in vanilla)
  • Fixed crash bug with UI when the game was re-loaded
  • Fixed crash when the mechanic was enabled in a save that had been disabled first (probably)
  • Added display of how many credits you still have left
  • Added support for producing more than one ship/weapon/fighter per order (e.g., 2 Onslaughts or 5 Paragons)

v2.2.5 for 0.97a

Compatible versions: 2.2.0 - 2.2.4

  • Fixed issue when mechanic was disabled , you were not able still to use vanilla mechanic
  • Fixed issue with special projects crashing game
  • Fixed issue with entering UI by pressing specific point in game even when not meeting criteria
  • Fixed bug, where all ships in storage have their weapons stripped

v2.2.4 for 0.97a

Compatible versions: 2.2.0 - 2.2.3

  • Added that if ship can't be rendered instead of crash you will have red onslaught displayed (genius)
  • Collab between IX Battlegroup/Emergent Threats and Indies Expansion pack: new special projects added by those mods
  • Added default sorting by price descending when looking at items

v2.2.3 for 0.97a

Compatible versions: 2.2.0 - 2.2.2

[Download]

  • Optimize production UI to be less laggy when loading new entries
  • Added new setting to choose how much items are displayed per page
  • Fixed UI bug where fighters OP was always 0

v2.2.2 for 0.97a

Compatible versions: 2.2.0 - 2.2.1

  • READ FORUM PAGE : https://fractalsoftworks.com/forum/index.php?topic=26307 Fixed critical issue with saves

v2.2.1 for 0.97a

Compatible versions: 2.2.0

  • Fixed issue item spawning for vanilla planets
  • Fixed some issues with fighter rendering causing crash (not fully it is just not causing crash in some cases)
  • Fixed rare issue for some players who have Ancrya without farming

v2.2.0 for 0.97a

Incompatible with previous versions

[Download]

  • Introduction of new mechanic: Titans of Industry: total overhaul of vanilla shipbuilding production where resources are also important (Button to access will be on left side under research bar when player owns at least 1 Heavy Industry)
  • Introduction of new type of ship building: Special Projects: which are massive or very unique vessels which have unusual way of production (in stages)
  • Added new resource: Advanced Components
  • Removed resources: Polymers, Compound, Purified Ores, Rectificates, Biotics
  • Removal of industries: Cleanroom, Beneficiation, Sublimation, Digital Consortium
  • Removal of Modular Constructors
  • From now on items can be installed on upgraded versions of industries
  • Added ton of new modding support including: Overwriting costs of resources needed for ship, Allowing for adding ships as special projects from other mods
  • Added new industry: Mining Megaplex where unlike fracking this one relies on Mantle Bore as it gives whopping +6 towards ore extraction but also if Mantle Bore is not installed, industry will suffer -4 production penalty!
  • Changed economy balance due to lack of Purified Ores (now much more ores are needed for refined metals and Purified Transplutonics)
  • Changed tech tree research, Sophisticated Electronics will now give +1 towards Advanced Components and Mega Assembly Systems will now introduce reduction of cost of materials by 20%
  • Fixed bug with expedition fleets displaying entire info of market
  • Fixed bug with Unknown Skies
  • Added markup for already explored pre-collapse facilities
  • Added warning before colonization of Hypershunt
  • Stella Manufactorium production will now be spawning items at gathering point
  • Introduction of collabs: Unknown Skies: support for their water worlds, UAF: Adding 3 new special projects related towards their ships (supercaps), Pirate Mini Mod: Added 1 new special project related towards one of their ships

v2.1.8 for 0.97a

Compatible versions: 2.1.0-2.1.7

  • Fixed issue with research multiplier setting

v2.1.7 for 0.97a

Compatible versions: 2.1.0-2.1.6

  • Added new setting handler that works outside of Lunalib (finally lazy man got his lazy ass to work).
  • Added new settings: skipping research, modifying defenses of pre-collapse facilities.

v2.1.6 for 0.97a

Compatible versions: 2.1.0-2.1.5

  • Fixed issue with Research Facility combust after planet de-civilizes.

v2.1.5 for 0.97a

Compatible versions: 2.1.0-2.1.4

  • 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

Codding

  • Kaysaar
  • Purple Nebula

General Assistance

  • Ymfah
  • Purple Nebula
  • Gourmet G
  • CY/Milkydromeda
  • AoTD Discord

Web Developer

  • ELIF_

Artwork

  • CY/Milkydromeda
  • Dwarven_Seaman
  • RLSVD
  • Minideth
  • SnazzyPantsMcGee
  • Jagoda Jeruzalska
  • Neoysod
  • Neon
  • Jeremy Cohen

Programming and Feedback

  • John Shm0
  • Lukas04
  • Nia Tahl
  • PigeonPun
  • USC discord

Writing

  • Myo
  • Myriad

Sound Design

  • Ixo
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