Earth Tech Integration

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Author: Tigu

Last revision: 3 Apr at 17:18 UTC (1)

File size: 19.71 MB

On Steam Workshop

Description:
This mod combines Expanded Dawn, New Earth Tech, and Old Earth Tech into one large expansion.

Equipment, research, and resources from Old & New Earth Tech are added as prerequisites for Expanded Dawn.

This allows for seamless gameplay and a more intense gaming experience.

Difficulty

The reduced use of basic resources and a stronger focus on manufactured materials makes the game flow more difficult, especially at the beginning.

Compatibility

This mod is a major expansion of the existing scenarios and is therefore compatible with all of them.

Earth Tech Integration requires 3 main mods, 2 associated add-ons, and all necessary components for the mods themselves to function correctly:

Expanded Dawn + (SAD_CommonLib)
New Earth Tech + (Glass and Greenhouse / Water)
Old Earth Tech – Redux + (Chemistry / Irrigation and Compost Fertilizer)
+
Old Earth Tech – Redux – Research Integration
Old Earth Tech – Redux – Resource Integration

For the ultimate challenge, a gradual development from caveman to astronaut, there is an optional "Research & Development Costs" mod, which also requires the specific mods of the main mod:

Earth Tech Integration – Research & Development Costs
https://steamcommunity.com/sharedfiles/filedetails/?id=3674945500
+
Expanded Dawn – Research & Development Costs
Research & Development Costs – Mod Support

The Turret Ammunition Mod is also optional and integrates seamlessly if you like the concept:
(With full support for all atomic & plasma turrets!)

Expanded Dawn – Turret Ammunition
https://steamcommunity.com/sharedfiles/filedetails/?id=3668115234

Apart from that, the mod should be compatible with everything that the corresponding main mods work with.

Armor

Elerium armor has been slightly improved to surpass Atomic armor.
This prevents most expeditions from having to be rewritten, because they depend on the Elerium armor.

Buildings

The properties of most buildings remain unchanged.

The motorized oil press is now unlocked again when the "Oil Press" is researched.
This press no longer requires glass to produce oil.
It requires a small engine to manufacture, meaning manual oil production is necessary beforehand.

The silicon wind turbine is reactivated. This is the most powerful wind turbine, requiring less wind for full capacity.

The NET repair station is hidden.
The corresponding recipes are currently non-functional due to technical reasons.

Batteries and generators have been partially updated with revised specifications.
Costs have been adjusted accordingly.

The range of the plasma & atomic turrets has been adjusted to fit the concept.
Other values remain unchanged.

Menus

No more separate mod building menus.
All building options have been integrated into the base game menus.

In menus where space was limited (especially production), submenus have been created.

For example:
All three stoves are now in the "Stoves" submenu.
All four furnaces are now in the "Furnaces" submenu.
The same applies to oil presses, fermentation, composters, 3D printers and fabricators.

Recipes

The batch limit isn’t working correctly with the "until" setting and has been reset to 1 for ALL(!) recipes.
This is to prevent unintentional resource consumption.

The resource output of the automated extractor, extraction site, mystical tree & succulent tree has been revised.
The resource gain remains unchanged, but the recipes now display the correct amount from the start.

(The batch limit has been reduced from 5 to 1, and the output has been increased fivefold.)

Research

The properties of all research remain unchanged.

The NET breakthrough "Exotic Battery Optimization" is disabled because the final upgrade in ED is equally powerful, and the current research order could result in batteries with lower capacity.
(At least until the final stage is researched)

The description of the upgrades for all portable weapons no longer shows the percentage bonus, as it is now lower.

Many research projects have been given additional requirements to prevent countless research options from being available right from the start and making things confusing.
Missing descriptions of where research leads to have been added to some elements.
This should reduce confusion too, especially at the beginning.
There will be further adjustments, but one thing at a time.

Weapons

A major change concerns weapons.
Durability aside, many weapons from Old Earth Tech and some primitive weapons from the base game are significantly more powerful than advanced weapons from the base game or Expanded Dawn.

Therefore, I have adjusted the stats of almost all new weapons (ED/OET/NET) so that each subsequent tier represents a small improvement.
(see screenshots)

As a result, the initial weapons of each type are weaker than before, but upgrades throughout the game will compensate for this.

The revised weapon system can be disabled in the mod options, and the original values can be used.

However, in my opinion, this will destroy the game balance, as even primitive weapons will then be perfectly sufficient to end the game.

In Progress

Recipes:
=> Add OET/NET armor, weapons & resources to the alien teleporter

Since the teleporter can be deactivated via a game rule and the resources can only be purchased with previously traded currency, this option is being added.

The ability to easily produce advanced materials in fabricators, significantly simplifying the game, will NOT be included.

Repairfunction:
=> Add OET/NET armor, weapons and all recipes from ED to the repair station

———-

Suggestions and feedback are welcome.

If you encounter any errors, please report them immediately.
I can only fix what I know about 😉


Version: 1.03-149