Vaults of Knowledge

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Primarily related to Colony Management, Industries, and a new Technology Progression Tree, Vaults of Knowledge or VoK grants Players new abilities to synergise their economy while exploring the stars. It is heavily recommended that the player modify their Starsector game to have a larger base number of industries in order to get the full benefits of this modpack and to use the mod Grand Colonies. There is soft compatibility with Industrial Evolution and other mods which add new industries however there will be issues with mods that override the same values such as upkeep, scaling production/demand cost, and construction time.

Additionally, it has built in compatibilty with Terraforming and Station Construction or TASC which has its own secondary Technology Tree.

At this time, the following mods have either full incompatibility or limited incompatibility:

  • Any mod which has terraforming (that isn't part of TASC, very minor incompatibility)
  • Any mod which changes how the initial market generation is done (very minor incompatibility)
  • Suitable Star Systems (full incompatibility, prevents Pre Collapse Facility planetary condition from generating)
  • Unofficial New Game Plus (full incompatibility, you will crash on a new save)

About

One Small Step For Man

From humble beginnings to colossal super colonies, the entire progression chain for all Industries and several Colony structures is overhauled. This ranges from simple or more primitive resource collectors to increased refinement steps and more dedicated heavy industry. VoK alters the pathway to discover the lost advanced technology of the Domain by discovering lost outposts and pillaging them of their scraps to piece together a new future from these ashes.

Technology Is Here To Stay

Discovery isn't just in Exploration of the stars, it is also in the laboratory. The new Research Facility can be constructed on any Player Colony and is where the true science occurs...at the low low cost of collecting resources and those precious Research Databanks you might have plundered moving from system to system. From the interface (CTRL-T or the dropdown menu on the building), you can determine what you push for advancement and see what is required to reach new heights.

Cult of Science

Of course, any new research division needs its own staff and chief scientists. In your pursuit for knowledge, you might come across special characters who can be recruited to become your Head of Research. Each individual has their own unique bonuses that can help accelerate your plans into different specializations or improve the efficiency of reverse engineering the databanks you find.

Rebuilding the Domain

With advancement and accomplishment comes the option to finish what the Domain started in its peak. These special projects are time sensitive and massive in scope, and if completed, will grant powerful one-time rewards and/or permanent bonuses. But be warned, each project is not without consequence and other, powerful agents in the sector might seek to hinder your plans. Prepare accordingly lest you succumb to the same legacy of failure that brought the Domain to its knees.

New Content

Vaults of Knowledge is bigger and better. As of the July 2024 update, the mod has received several major changes as outlined below.

Note: When referencing many of the wiki entries, Colony Size can be a misleading because the minimum Size is 3 (in most cases) and is typically referenced as having a (-2) for all calculations. Because it is a constant, all formulas for the Upkeep of Colonies specifically do not include this part of the formula which might lead to different values. Additionally, there are several common mods which affect build time and cost which will alter the in-game tooltip with a different value.

Luna Settings

When starting a new playthrough, a player will now have access to a new Research Tree page which allows you to adjust the speed of research as well as whether you start with various Tiers already unlocked. By default, all of these settings are set to False and will require the player to progress normally.

For those looking to come into the game more or less at the same threshold as the Vanilla game, it is recommended to set Tier 1 and Tier 2 Unlocks both to True.

Additionally, the new production management screen can be enabled or disabled via the Titans of Industry page. By default, this is enabled and the player can adjust the Scale Setting option to determine the ratio that the various components are worth (higher requiring less production and demand, while lower requires more production and demand).

Commodities

  • Electronic Components: Used in the construction of advanced hulls, weapons, and wings as well as a few Domain era industries. As of September 2024, this was renamed from Advanced Components to Electronic Components.
  • Domain Grade Machinery: Introduced in the September 2024 VoK Update as another resource required for the Titans of Industry module.
  • Purified Transplutonics: Used in the upkeep of several Tier III and Tier IV structures from VoK (primarily Heavy Industry).
  • Refined Metals: Used in the upkeep of several Tier III and Tier IV structures from VoK (primarily Heavy Industry).
  • Research Databanks: Necessary to progress the Research Tech Tree.
  • Water: Consumed by all Colonies but only produced by planets which have the Water planetary condition.

Removed Commodities

As of the July 2024 update to VoKs (version 3.0.0), the following Commodities have temporarily been removed from the modpack but may return at a future date:

  • Biotics: Removed from the Light Industry line.
  • Compounds: Removed from the Mining line.
  • Integrated Components: Replaced with the Advanced Components commodity
  • Rectificates: Removed from the Agriculture line.
  • Polymer: Removed from the Refining industry line.
  • Purified Ores: Removed from the Refining industry line.

Industries

VoK adds the following industries by default which can be constructed on Player controlled colonies once certain conditions are met:

Agriculture

  • Monoculture Plots: The Tier 0 Farming industry.
  • Fishery: A Tier I Agriculture unique to water worlds, the Fishery replaces the normal Farming Industry.
  • Farming: The normal Tier I Agriculture industry.
  • Aquaculture: The normal Tier II Agriculture industry unique to water worlds.
  • Artisinal Farming: An Tier III hybrid Farming industry which focuses on both Food and Luxury Goods.
  • Subsidized Farming: An Tier III Farming industry which focuses on the mass production for hungry colonies.

Commerce

  • Resort Centers: A place where alcoholism flows just as freely as the extra income it generates.
  • Terminus: An expansion to the Waystation, the Terminus is a more efficient hub of commerce and resupply.
  • Underworld: An alternative market chain to the normal Commerce Industry which guarantees a Black Market on the target Colony.

Fuel

Light Industry

  • Light Production: A Tier 0 Light Industry.
  • Light Industry: A Tier I Light Industry and vanilla basepoint. Upgrades to either the Consumer or BioSynth.
  • Consumer Industry: A Tier II Light Industry focusing entirely on mass production of goods.
  • BioSynth Laboratory: A Tier II Light Industry entirely doubling down on Drug production.

Heavy Industry

Military

Mining

Refining

  • Smelting: A new Tier 0 Refinery Industry.
  • Refinery: The vanilla Tier I Refinery Industry.
  • Crystalizator: One of two Intermediate Tier II Refinery Industry choices.
  • Isotope Separator: The second of two Intermediate Tier II Refinery Industry choices.
  • Cascade Reprocessor: The big brother of the Isotope Separator and Tier III Refinery.
  • Policrystalizator: The big brother of the Crystalizator and Tier III Refinery.

Other

Experimental/Removed (Solely tied to the Coronal Structure)

  • Aegis System
  • Coronal Energetic Hub
  • Coronal Shielding
  • Docking Port
  • Drone Mega-Assembly
  • Hypershunt Control Center
  • Plasma Collector
  • Wormhole Stabilizer

Research Tech Tree

The bread and butter of VoK, the Research Tree is accessible once a Research Facility has been constructed and uses a variety of resources in addition to Research Databanks in order to progress the players colony tech threshold. This is necessary to unlock new structures, various bonuses, and to receive the full potential of the mod pack. If the player has Terraforming and Station Construction (TASC) installed, its structures are locked under a secondary progression tech tree.

Special Projects

Introduced in the July 2024 VoK update, a new overhaul to the construction of all hulls, weapons, and wings was introduced to use a new dynamic system which splits the resource production of colonies with the cost of the target item(s). Additionally, certain ships from crossover mods have received special conditions as part of Special Projects as outlined below:

Mod Downloads

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