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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2590854684
Hope it helps anyone!
And worse because I can't use a convenient research organizer mod like research pal, and the names just sandwich the tabs than are not pleasant to read. The execution of this mod needs to be revisited. Iam assuming you're still fleshing out the idea and this is just a pretty alpha start
- The bill ANY added in the Experiment and Study sections to allow for less micromanaging if you are not picky.
- Being able to study experiments in filing cabinets. If not I feel better off just using a deep storage solution instead.
- Perhaps copying 'random research' (it is a mod) to allow researchers to then assign themselves projects (if you do not do it for them) to cut back on micromanaging (straight improvement from vanilla).
- Some research speed increase mechanic to justify how expensive experiments can be. I'm playing tribal right now so maybe that is biasing me (they are slow).
Will give an update if I figure out what it is; for now there doesn't seem a risk of losing the colony save, so people needn't worry about trying out the mod!
To give some kind of answers based on what you've said:
1. I think you discovered something that I forgot to update! You are correct in thinking the description is wrong. You can however sell 'duplicates' if you ever happened to have any.
2. I cannot say what is causing that error. I have never experienced hard crashes whilst during development. The only thing I can suggest is to put the mod at the lowest of the mod order as you can.
Obviously, there is the whole balance between immersive-ness and enjoyable gameplay. In a future update, I will have to think of ways to keep the 'unknown reward' side of experiments intact, whilst also reducing the jankyness of it.
With regards to mod research projects, it is the most frustrating part of development. With the way mods work, it would be nigh impossible to assign mod projects to the experiment types and sizes, because I have to do it manually. I do agree that it is ridiculously tedious, especially with lots of mods. The only possible workarounds I can think of at the moment is to make mods exempt from the experiments system, or to make it so completing a mod experiment unlocks the entire tree for that particular mod.
With regards to costs, I initially tried to implement an increasing curve as you already mentioned. I agree that some of them are a little bit excessive, and could be tuned a bit.
If you have anymore questions, don't be afraid to ask! :)
This mod was a fresh take on the research side of the game that I really enjoyed. Thank you.
That said, I don't see much feedback here, so I've detailed my experiences and thoughts of the current mod. Hope it helps.
I'm a little confused by the finished research- the description says it can safely be sold, but as I understand it'd be wise to put it in the filing cabinet to prevent loss of knowledge?
I experienced a weird save corruption where my games took longer to save/load and finally the game crashed when trying to save/load. No idea if this is related to the mod, but this is my first game since the royalty DLC and I think this is the only new mod I added, so thought I should mention in case anyone else experiences this. Couldn't find any debug logs about it...
It gets very tedious to be pairing the size of research project with the type. I think this is the biggest detractor from my enjoyment of the mod and that was just with vanilla, let alone 140 modded researches. Some automatic way of scheduling research would be nice. Maybe I just tell them to pursue a particular type, or select a tech goal and researchers try and meet it?
Cost of research projects stretches out the game which is good and I like getting more use from earlier tech, but I've used all the steel on my map + started importing it and still haven't researched electricity, yet alone drills or whatever medium biology is (haven't had insects yet, so that tech is RNG locked). Some change to research costs- simple decrease, manually assigning to each tech or automatically setting them based on research points/tech level might help. Maybe scale it with colony wealth?
Gonna tinker with mod list and see if it helps
I'd like to make one suggestion: would it be possible to add an option (through the mod options menu) for players to select which experiment category researches introduced by mods should belong in? I currently have 113 researches added by mods, and unlocking them all through the Unknown/ModResearch experiment is going to be far too random for my taste. As a result, I'm probably going to disable the mod for now, sadly.
Am i doing something wrong?
at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil_Patch1(Object)
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
JobDriver threw exception in initAction for pawn Willo driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_114891) A=Thing_TableButcher125679 B=Thing_Corpse_Capybara122298 C=(48, 0, 116)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
at ImmersiveResearch.LoreComputerHarmonyPatches.SetFinishedExpOnMake (Verse.RecipeDef&) <0x0002a>
at (wrapper dynamic-method) Verse.GenRecipe.MakeRecipeProducts_Patch1 (Verse.RecipeDef,Verse.Pawn,System.Collections.Generic.List`1<Verse.Thing>,Verse.Thing,RimWorld.IBillGiver) <0x0007f>
at Verse.AI.Toils_Recipe/<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () <0x002b6>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>
I would make different experiments require different skills to execute. Doesn't make sense to have Machining come from an intellectual tack over a crafting/smithing, or planting trees not come from plants
Apologies for the lack of updates, I've been quite busy with IRL things + other things I've been working on.
The next update will include an 'Experiment' system, where you 'perform an experiment' by selecting its type and size. Each experiment has its own resource costs. These experiments will choose from much smaller lists, making it much easier to choose which research projects you want to go for.
Datadisks will still be a thing, but will not be the ONLY way to obtain research, just a quicker and maybe more expensive/risky option.
I just have a few more bugs to iron out + some more testing to do on these things, plus adding in the requested features like stackable datadisks.
Also the descriptions of all 4 useless discs(originally a RW, 2 thrumbo pics and something about a skyline) I got changed to "stop cheating" after a reload for no good reason.
no u
And unless he has updated it, and over his objections, the research unlocks seem to be unweighted. I unlocked most of the spacer technology before I got machining and smithing. He really needs to setup a list of essential technologies that get unlocked first, then do randoms from there. Essentially the probability of it appearing needs to depend on the number of things that require it, the length of the dependent chain, and the inverse on the tech level (so lower techs get unlocked first).
JobDriver threw exception in initAction for pawn Ent driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_391322) A=Thing_TableButcher74864 B=Thing_RawFishTiny91866 C=(127, 0, 86)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
at ImmersiveResearch.LoreComputerHarmonyPatches.AddDataDiskToMechanoidLoot (Verse.Thing) <0x0001e>
at (wrapper dynamic-method) Verse.Thing.ButcherProducts_Patch2 (object,Verse.Pawn,single) <0x00034>
at Verse.GenRecipe/<MakeRecipeProducts>c__Iterator0.MoveNext () <0x00875>
at System.Collections.Generic.List`1<Verse.Thing>.AddEnumerable