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  #1  
Old December 15th, 2009, 02:43 PM

sgqwonkian sgqwonkian is offline
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Default Tech Transparency v2.1.1

Update: Version 2.1.1 of this mod is now on the download link. This is a vastly improved version of the mod.

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Backstory of why this mod exists:

I recently downloaded Weird Worlds again after my computer had died. Which meant that I had to relearn everything. Once upon a time, I had a pretty good idea of which weapons were worth it, and which were total junk. Rather than try to learn that again the hard way, I decided to peek at the stats on things... and that lead to this new mod: tech transparency.
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Mod features:

Version 1 of this mod was really minor. All I did in it was change the text on a few items, to include more pertinent game data on what the items do.

The 2.0 and further versions are a little more elaborate. My goal is still to enable the player to make more informed decisions about what loot to bring back to Glory. I incorporated better text, color-coding of values, and some pertinent previously-hidden data about the various alien races.

This mod is less flavorful than the normal version, and NOT a good place to start your Weird Worlds play. But if you've been playing for a while, and are frustrated that certain weapons seem underpowered for their price, you may find this helpful.

You could also look at it as a training mod to teach you which items of a given coin rating are actually worth bringing back.


The vast majority of treasures now list their relevant game stats.

Weapon stats were pretty tough to parse and summarize in a way that fits on the info screen. Comparing the damage and reload rates between various types of weapons is tricky too.

I'm a little iffy on what the stats mean for the repair systems. I included my best guess, but I could be wrong. It doesn't seem to be addressed in the documentation of the game, or in the Modmaker's Guide.

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I'm not 100% sure I've seen every item in-game yet since updating to version 2.x, so it's possible that some items still overflow the info screen. If you find an item whose data is incomplete, or inaccurate, please contact me, and let me know. Thanks!

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Known bugs: Not all Tchorak ship types list values for if they are destroyed. There's two versions of each Tchorak ship, and it makes it tricky to fit it all on screen. The text overflows, but it does not cause a crash.

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Note to self: the 2.1 mod had 18 views at the time I updated to 2.1.1
Attached Files
File Type: zip techtransparency2.1.1.zip (215.7 KB, 799 views)
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Last edited by sgqwonkian; January 12th, 2010 at 05:02 PM.. Reason: Version 2.1.1
  #2  
Old December 20th, 2009, 05:04 PM

sgqwonkian sgqwonkian is offline
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Default Re: Tech Transparency v1.1

Version 1.1 of this mod is now on the download link on the first post.

I really cleaned up the wording on several items in this version. Beam weapons, in particular, are much easier to understand, and should all have their values appear on screen. Should be a much more useful mod now.
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  #3  
Old December 22nd, 2009, 09:22 PM

sgqwonkian sgqwonkian is offline
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Default Re: Tech Transparency v2.0

I uploaded a new version. The changes are pretty sweeping, and more than just the Tech is transparent now.

Features and changes in the new 2.0 version:
  • Initial mission screen is altered to explain the differences between mission types, and the multipliers the game applies to the values of items.
  • Initial mission screen also shows data on your ship, including hull points and speed.
  • Color-coding of values. The prices/scores listed in Yellow is value in the Science Mission. Blue is Value in the Pirate Mission. Orange is value in the Military Mission. This let me list the actual values for each mission on every item.
  • On first contact with a new race, the mod expressly tells you how many points you earned for first contact, and how many you will earn for forming an alliance with them, or for destroying their ships.
  • Explored planets now reveal the exploration points they generate for you.
  • Various clean-up fixes, such as reformatting to make sure text doesn't run off the screen.

I hope you like the new changes!
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  #4  
Old December 27th, 2009, 10:58 AM

sgqwonkian sgqwonkian is offline
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Default Re: Tech Transparency v2.0

2.1 Update now attached to the first post in the thread.

2.1 is just like 2.0, but with improved descriptions of the Multibot Repair Drone and Hyperfoam Injector. My wife and I spent several hours on x-mas doing extensive testing to figure out what the parameters of repairbots do. We're now 98% confident that PAR0 is amount of damage repaired per cycle, and PAR1 is number of cycles per second. Each time a cycle happens, ship's systems as well as hull points are restored. The descriptions on the two repair items has been updated to reflect that understanding.
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  #5  
Old January 12th, 2010, 04:53 PM

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Default Re: Tech Transparency v2.0

As mentioned in the "Repairbot PAR0 and PAR1" thread, it turns out the repair units don't quite work like I was thinking in the previous post.

Correcting for that, here's 2.1.1
Attached Files
File Type: zip techtransparency2.1.1.zip (215.7 KB, 443 views)
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