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ScientificProjects/codeless.MD

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@@ -11,7 +11,7 @@ You should have read at least the first step of the guide: [Getting Started](../
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# Changing a simple project
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All projects are defined by `ScientificProjectSpec` JSON files. You can find them in the mods' `Blueprints` folders or in the mods' source code [here](#to-be-updated). For example, consider the _Resin-Infused Planks_ project:
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All projects are defined by `ScientificProjectSpec` JSON files. You can find them in the mods' `Blueprints` folders or in the mods' source code [here](https://github.com/datvm/TimberbornMods/tree/master/ScientificProjects/ScientificProjects/Blueprints). For example, consider the _Resin-Infused Planks_ project:
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```jsonc
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// ScientificProjects\Factions\FtPlankUpgrade.ScientificProjectSpec.json
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As you can see above, the project has the `"GroupId": "Factions"` property. You should see the `blueprints\ScientificProjectGroups\Factions.ScientificProjectGroupSpec.json` file that defines that group:
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```json
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```jsonc
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// ScientificProjectGroups\Factions.ScientificProjectGroupSpec.json
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{
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"ScientificProjectGroupSpec": {
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For example, let's say we want to keep the flat cost but increase the science cost to 30 per 30 beavers instead, and also increase the maximum Levels/Steps to 10:
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```json
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```jsonc
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// Blueprints\Vanilla\WorkEffUpgrade2.ScientificProjectSpec.json
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{
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"ScientificProjectSpec": {

ScientificProjects/index.MD

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tags: mods timberborn guide modding scientific projects
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---
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The [Scientific Projects](#to-be-updated) and its extension mods can be expanded with or without code.
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The [Scientific Projects](https://steamcommunity.com/sharedfiles/filedetails/?id=3442389397) and its extension mods can be expanded with or without code.
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- [Code-less guide](./codeless) (JSON mods): You do not need any C# code. You can mostly modify project's parameters but not adding new ones.
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- [C# modding guide](./coding.MD): You can add or modify other projects. This is how extension mods are made including the ones I released.

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