RimWorld

RimWorld

Configurable Techprints
Showing 1-10 of 11 entries
< 1  2 >
Update: 19 Jul @ 9:21pm

Updated for 1.6

Update: 30 Dec, 2024 @ 4:55pm

[Auto-generated text]: Update on 12/31/2024 11:54:56 AM.

Added a button in the research tab for techprinted projects that are held by factions, which shows/hides the factions which have access to the techprint.

Update: 22 May, 2024 @ 9:44am

[Auto-generated text]: Update on 5/23/2024 2:44:54 AM.

- Fixed inverted research list.

Update: 13 May, 2024 @ 11:17pm

[Auto-generated text]: Update on 5/14/2024 4:17:51 PM.
Fixed research base cost being modified incorrectly.

Update: 7 May, 2024 @ 10:46pm

[Auto-generated text]: Update on 5/8/2024 3:46:43 PM.
1.5 Update (finally!)
- Added explicit handling for anomaly research, which is not compatible with techprinting.

Update: 5 Dec, 2022 @ 11:05pm

[Auto-generated text]: Update on 12/6/2022 6:05:08 PM.

- Hotfix: removed obsolete Manifest.xml file (for Fluffy's Mod Manager, not needed for FMM, possible errors).

Update: 4 Dec, 2022 @ 3:18pm

[Auto-generated text]: Update on 12/5/2022 10:18:34 AM.

- Fix: missing null check. Don't know how this one slipped past me in testing :/

Update: 4 Dec, 2022 @ 7:19am

[Auto-generated text]: Update on 12/5/2022 2:18:57 AM.

Biotech research compatibility. Research that requires chips will:
- show up in blue on the custom techprints screen
- override any chip requirements if techprints are set
- be ignored by automatic techprint generation

Update: 27 Nov, 2022 @ 7:48pm

[Auto-generated text]: Update on 11/28/2022 2:48:45 PM.

- Added explicit check for Research Projects with malformed defNames (so far names that end in a digit). These projects will be skipped by automatic generation and will show up in red in the 'Add custom techprint' drop-down menu with a tooltip explaining why they are not available. Note that this isn't a problem for the research project by itself, but any method of techprint generation (not just Configurable Techprints but XML patches, other mods, etc) used on that project will error or require hacking the project's own defName, which is inadvisable for compatibility reasons

- Added Restart button at the bottom of the mod settings page, so you don't have to close and restart manually.

Update: 18 Oct, 2022 @ 3:43am

[Auto-generated text]: Update on 10/18/2022 9:43:21 PM.

Added/updated 1.3 build