Timberborn

Timberborn

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Alternative Recipes Scientific Projects [U7 Only ✅]
   
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6 Apr @ 3:43pm
15 Apr @ 9:56am
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Alternative Recipes Scientific Projects [U7 Only ✅]

In 2 collections by Luke ✞ Jesus Saves ✞
Luke's U7 Compatible Mods
94 items
Scientific Projects
5 items
Description
16 Alternative Recipes for you to diversify your production chains in this latest expansion mod for Scientific Projects mod!

Note: If you pick a recipe that is locked, the select box may bug out a bit. Just unselect the building and select it again. It's only a visual bug.

Check the screenshots or the list below:

150 Science to Unlock Planks (Bulk): 7 Logs ⇒ 10 Planks in 10 hours in the Lumbermill
75 Science to Unlock Gears (Direct): 1 Logs ⇒ 1 Gears in 6 hours in the Gear Workshop
75 Science to Unlock Gears (Rapid): 3 Planks ⇒ 2 Gears in 2 hours in the Gear Workshop
1400 Science to Unlock Gears (High-Yield): 3 Logs ⇒ 4 Gears in 6 hours in the Gear Workshop
1200 Science to Unlock Treated Planks (Steel-Bound): 3 Planks + 1 Metal Blocks ⇒ 3 Treated Planks in 8 hours in the Wood Workshop (Iron Teeth only)
150 Science to Unlock Paper (Sun-Dried): 1 Logs + 1 Sunflowers ⇒ 5 Paper in 3 hours in the Paper Mill (Folktails only)
50 Science to Unlock Canola Oil (Rapid): 2 Canola Seeds ⇒ 1 Canola Oil in 0.5 hours in the Oil Press (Iron Teeth only)
150 Science to Unlock Canola Oil (Precision): 2 Canola Seeds + 1 Water ⇒ 3 Canola Oil in 2.5 hours in the Oil Press (Iron Teeth only)
75 Science to Unlock Extract (Crude Press): 50 Logs + 5 Gears + 5 Scrap Metal ⇒ 1 Extract in 5 hours in the Industrial Lumbermill (Iron Teeth only)
500 Science to Unlock Extract (Diluted): 4 Badwater + 2 Water + 0.1 Log ⇒ 2 Extract in 0.75 hours in the Centrifuge
1500 Science to Unlock Extract (Filtered): 4 Badwater + 1 Treated Plank + 0.1 Log ⇒ 2 Extract + 2 Water in 0.75 hours in the Dirt Excavator
150 Science to Unlock Explosives (Extract-Charged): 1 Extract ⇒ 2 Explosives in 3 hours in the Explosives Factory
500 Science to Unlock Metal Blocks (Resin-Fired): 2 Scrap Metal + 0.1 Pine Resin ⇒ 1 Metal Blocks in 1.5 hours in the Smelter (Folktails only)
1400 Science to Unlock Metal Blocks (Wood-Reinforced): 2 Scrap Metal + 1 Treated Planks ⇒ 2 Metal Blocks in 2.5 hours in the Smelter (Folktails only)
150 Science to Unlock Biofuel (Sunflower): 1 Potatoes + 1 Sunflower Seeds ⇒ 20 Biofuel in 2 hours in the Refinery (Folktails only)
1500 Science to Unlock Timberbot Framework: Folktails can use Treated Planks instead of Metal Blocks for their Bot parts. Biofuel is also no longer needed for the Chassis.

Feel free to leave feedback or suggestions in the comments or on Discord!

===
v7.2.2: Recipe names are now separate and more generic. This update is just a text change and no function is changed.
v7.2.1: Should work with April 10 update now.
v7.1.1:
I was made aware of an issue where a building cannot have a Good (like Water) as both an Ingredient and a Product, which causes Hauler to keep putting the goods in and out indefinitely. I have to move a few recipes around to fix this.

- Crude Log Press Extract (Iron Teeth only) is now in the Lumbermill instead of Gear Workshop (because it was using Gear as an ingredient).
- Water Filter is now in the Dirt Extractor instead of the Centrifuge (because it was using Water as an ingredient/product).

Please also update the Moddable & Unlockable Recipes to v7.1.3

v7.1.0: Greedy Builders can now use the faction-specific projects.

Mod source code: https://github.com/datvm/TimberbornMods/tree/master/ScientificProjects
Popular Discussions View All (3)
11
15 Apr @ 11:03am
About Localization texts
Luke ✞ Jesus Saves ✞
1
7 Apr @ 12:29pm
不影响进入游戏菜单 当进入游戏模式 瀑布 简单 开始游戏 就会导致崩溃 不确定是当前mod还是依赖项 两个都取消掉之后 运行正常
鸡【蛋柿】子
0
21 Apr @ 5:43am
IT power whell crash
chrisi031991
39 Comments
James Stone 30 Sep @ 5:21am 
Anything with alternate recipes seems to be a problem. I can confirm planks and gears don't appear, both on the basic lumber and gear factory and their special "big" versions. Can't say about the Centrifuge yet.
Luke ✞ Jesus Saves ✞  [author] 29 Sep @ 2:06pm 
Not sure as I didn't test it with Emberpelts. Which building/recipe has the problem? It's possible that Emberpelts use a different prefab name so my mod cannot add recipes to it.
James Stone 29 Sep @ 1:53pm 
I can't access the recipe menu while playing as Emberpelts. Is this a me problem or is the mod incompatible?
Luke ✞ Jesus Saves ✞  [author] 7 Aug @ 1:51pm 
Sorry if a recipe is faction-locked, you can't move it to the other faction.
Lord Dracon 6 Aug @ 10:59pm 
So I'm using your configurable factions mod and I don't get the alternate recipes for the folktails that I could use, any chance for a setting to enable them?
Frenne Dilley 4 Aug @ 5:36am 
i'm interested in any future changes, subbing to thread, keep me updated thanks!
Vas 16 Jun @ 5:47pm 
50 logs, 5 gears, and 5 scrap, for a single extract? Thats extremely ridiculous on the balance there, just wanted to also point that out too. Early recipes should be crude and wasteful, but not THAT wasteful. But alas, I dunno a good solution for now. I just happened across it. Many of the recipes I don't find worth using though. If you want alt recipes to be worth unlocking, they should be something someone might actually work for. If it costs a lot, and has no reason to unlock because you can get the proper or efficient recipe sooner, then there's no chance it'll be unlocked or used.
Luke ✞ Jesus Saves ✞  [author] 12 Jun @ 4:40pm 
You can edit the JSON file or you can make another mod with the same JSON file name to overwrite it.
Vas 12 Jun @ 4:36pm 
I wish I could discuss the balance of this in better detail in discord, but, I can't join. :/ Really aggravating.
Vas 12 Jun @ 4:35pm 
The regular recipe has storage for 20 cycles. It stores 80 bad water, where it uses 4. Same for the other ingredients. I watched the centrifuge as it worked and bad water kept draining super fast and reaching zero putting a stop to the building. I think the other thing did too but I was focused on Bad Water at the time.

The bad water storage tank was directly next to my building, or rather so close it would be negligible distance to transport. I think its related to just how fast they drain the inventory, and the extra worker inside can't go collect more fast enough. Remember, you now have 3 inputs in your recipe as opposed to 2. The worker must go out and get all three in the time it takes to drain whats in there already.

I even tried prioritizing the building with haulers and it didn't help.