RimWorld

RimWorld

Thinking Spot
190 Comments
Janeway 3 May, 2024 @ 7:16am 
Would it be possible to somehow make it so potatoes doesn't default in the harvest spot and basically avoid the research you don't have
butterchubs 27 Oct, 2022 @ 10:11pm 
I've been using it in 1.4 and it appears to work fine
Mlie 25 Oct, 2021 @ 1:09pm 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
Tislav 24 Oct, 2021 @ 2:04am 
been playing with this in 1.3 the last month with human resources with no problem
PearificPear 14 Oct, 2021 @ 7:58am 
1.3 plz :3
gary 22 Sep, 2021 @ 10:00am 
so i know the author said it will get updated but how long would it take?
Mistletoe The Bard 1 Sep, 2021 @ 8:41pm 
I hope there will be 1.3 update. >_>
squidd 3 Aug, 2021 @ 5:21am 
looking forward to seeing this updated. some of my favorite memories with rimworld were playing with this mod
BluntMan 31 Jul, 2021 @ 2:39pm 
also the wall mounted torches from vanilla factions expanded medieval would work well with this too :D
BluntMan 31 Jul, 2021 @ 1:53pm 
"fortiifications neolithic" would work really well with this mod
Luv N Hugz |UwU| 22 Jul, 2021 @ 9:53am 
@PartyCowboy, it happened before the official release of 1.3, for clarity. I noticed on July 15, at least. And it is still in effect as of July 18. Starting a game without Thinking Spot the issue is removed, but that could obviously be because of any number of conflicts. I could try sending the log.
PartyCowboy  [author] 22 Jul, 2021 @ 6:01am 
@velcroboy333 That's very nice of you! Thank you so much, I'm sure people will appreciate it a ton!

@Luv N Hugz |UwU| I'll look into it. Might be an issue with the new 1.3 update, since I haven't had it happen before.

@Lord General Salesman I have started on the process. I just implemented the mod version thingy, and am planning on getting the main part updated soon. That's when I'll update it, though the patches will stream in a bit later
Janeway 22 Jul, 2021 @ 3:18am 
Do you know when this might be updated to 1.3?
Luv N Hugz |UwU| 18 Jul, 2021 @ 5:39pm 
I think I have a problem, where, if I don't use a Simple Research bench my pawns cannot research. (So long as the "base" research is a Thinking Spot one. I have yet to look further into it, hoping someone has a quick fix, though I doubt it.
velcroboy333 15 Jul, 2021 @ 10:35pm 
Several people asked for compatibility with Primitive Workbenches

I have finally gotten around to integrating these two mods together and I think they compliment each other nicely. Just wanted to share for those that had hoped to use the mods together.
- BusterZlista - 21 May, 2021 @ 11:13am 
can you please make a patch for Erin's Japanese Furniture and Extra Walls and Floors?
PartyCowboy  [author] 27 Apr, 2021 @ 7:03am 
Yeah, that was the idea with this mod, honestly :). Glad you like it!
Tislav 27 Apr, 2021 @ 7:01am 
Thanks its alright really, there's an easy workaround. I just love the simulation of the evolution of prehistoric forager wild men to starship battles in my play through and both mods make it so that progressing a colony is a slow burn making everything feel so earned. I play with the no save scumming so its hell lol.
PartyCowboy  [author] 27 Apr, 2021 @ 5:02am 
@Rafferty that is a very strange issue... If you also have it while only using HR, then it's an issue with that mod, as far as I can tell.

I'm sorry I can't be of more help, but my interests have kinda shifted. I'll do my best to look at things and help when I can, but until my interest resurges, I'm not doing much development on this mod at all...
Tislav 26 Apr, 2021 @ 12:12pm 
Okay so apparently its already archived in the library which is why it cant be stored but this might be a glitch cause its actually not stored. I figured out why this is, when i loaded a previous saved game that has researched crafting and create a new game after that the research is carried over to that new game. So restart rimworld if you are going to make a new game.
Tislav 26 Apr, 2021 @ 10:43am 
Im having trouble with trying to haul the book of crafting into the pillar of knowledge. Pawns wont store it. Im using human resource with it.
PartyCowboy  [author] 15 Apr, 2021 @ 12:01pm 
@Cat-Lunatic @404 Float not found thanks for mentioning that! I haven't played rimworld in quite a while due to college and shifting interests, but I'll see what I can do when I have some time.

@lil peen I assume you are talking about placing and configuring a growing zone with no techs researched? If so, yes, this is a known error. I haven't been able to figure out how to lock an entire zone behind a research, so until you manage to research some plants, you will get an error. It is harmless, just some UI not found due to it being empty, so it is just an annoyance I'm afraid
404 Float not found 14 Apr, 2021 @ 3:37pm 
@Cat-Lunatic
Can confirm the mentioned error, seems to be this mod as I was testing me load order.
lil peen 1 Apr, 2021 @ 10:52am 
when i try to open the plant selection when trying to grow some thing it gives an error so i cant change the plant. is this common?
Cat-Lunatic 11 Mar, 2021 @ 5:16pm 
Party Cowboy, I think this mod messes with Empire Mod, it causes settlements to not appear in the list and just be there in the map, you cannot edit them or build new buildings or anything.
Spürgelwürg 11 Mar, 2021 @ 6:39am 
You just have to put

<tags>
<li>ClassicStart</li>
</tags>

underneath every new research. Really easy. took me like 3 min max.
PartyCowboy  [author] 11 Mar, 2021 @ 5:49am 
Ohhh, right. I see what you mean. Yes, that would be better. I'll see what I can do, though I don't think it will be quick. There are a lot of supported mods, and I currently am not that active in playing Rimworld + college is a bit busy. It will definitely be noted though, and I will try and implement it
Spürgelwürg 10 Mar, 2021 @ 2:57pm 
no no, that's not what I mean. What I had in mind was just a tiny thing for lazy people like me, who don't want to swap mods and wait half an hour for 300 mods finish loading. I mean, if you can have the decision to play either with thinking spot or completely normal like in vanilla, why not implement it. currently if you play with the normal vanilla start, while thinking spot is on, it's a bit messy. Thats what the <li>ClassicStart</li> would do.
PartyCowboy  [author] 10 Mar, 2021 @ 12:11pm 
That's the reason why there is a separate "Tribal Start (No Starting Techs)" scenario. You have to go into the Scenario Editor to choose it. That scenario doesn't have any of the "Start with research" elements, and thus not activate anything on the tree
Spürgelwürg 4 Mar, 2021 @ 4:38pm 
Wouldn't it make sense to give all the researches the <li>ClassicStart</li> tag. When you choose the classic start without any modifications for instance, half of this mod is already unlocked but you are incapable of cooking, butchering or growing plants, while you are able build electricity and nutrient paste dispensers. Just for completion's sake.
egoanditspwn 21 Feb, 2021 @ 12:13pm 
Looks like there is a typo in the patch that adds the pillar of knowledge for JPT Human Resources. In the comps it's got "countSparseThreshhold", with two H's, instead of "countSparseThreshold".
PartyCowboy  [author] 11 Feb, 2021 @ 1:37am 
Thanks for the spot! I'll implement them and update it here as well.
egoanditspwn 10 Feb, 2021 @ 9:39pm 
Found another. If you've got Vanilla Weapons Expanded as well as Combat Extended, the Weapons.xml patch for VWE stops working. I made an edit that seems to work, and this time I'll just link it for ease. Feel free to use it if you wish. https://pastebin.com/UA04VQ0k
egoanditspwn 10 Feb, 2021 @ 2:09pm 
If you use this alongside [JPT] Open The Windows as well as Glass+Lights, OTW will patch out it's own Glassworks research and replace it with G+L's GlassworksResearch, which causes red error on start up. If you add in an "or defName="GlassworksResearch"" to the xpath, it works again.
PartyCowboy  [author] 14 Dec, 2020 @ 2:55am 
@Cane Oh my. That sounds amazing. Although I don't know if it's possible, since the Dub's toilet probably doesn't have the right building class. I assume that he's made a class so that pawns can do their business on it, and it doesn't support bills. I'll look into it when I have time
Cane McKeyton 14 Dec, 2020 @ 2:36am 
Should integrate it with Dub's Hygiene to make the toilet also a thinking spot lol
PartyCowboy  [author] 13 Dec, 2020 @ 3:10am 
That is an interesting way to solve it. Might have to do test that some. Thanks!
star 13 Dec, 2020 @ 12:54am 
I think the best way to fix it is to unlock a flower by default or add custom useless plant to the game.
PartyCowboy  [author] 13 Dec, 2020 @ 12:39am 
@Star Correct. That is the default crop selected in a crop zone. To remove that, I'd have to lock the crop zone behind the farming tech, which I have been unable to figure out how to do. So my advice is to just not use a crop zone until you have researched something that unlocks crops :)
star 12 Dec, 2020 @ 11:34pm 
Potato is still available.
afterthought.btw 3 Dec, 2020 @ 12:24pm 
Just added a patch for Fertile Fields [1.1] in the user made patches topic. I haven't been able to test it extensively, but I'm pretty sure it will be fine. Still waiting for my new motherboard to arrive and my old computer is... er... quite old and not capable of doing an entire play through! There's one added tech that I put in, and am open to arguments as to how much it should cost to research. Not being able to do a play through means I haven't tested that part of it.
HL521 26 Nov, 2020 @ 3:07pm 
@PartyCowboy, nah, I have the study spot setup right by the PoK, I haven't played RW recently though because some silly mod keeps crashing rimworld and there isn't a way to find out which one it is without doing them one by one, and it's a lot of mods lol
PartyCowboy  [author] 25 Nov, 2020 @ 11:59pm 
Aiiii, sorry to hear about your motherboard! But as far as I could see with a quick test, the PoK allowed me to store more than one thing, so I don't know... I'm still verifying whether or not the PoK has the same behaviour as the updated bookshelf of HR (increasing capacity with more mods) but that requires a time consuming restart, given the amount of mods I'm using. I'll hopefully get it done this afternoon / evening, but who knows what uni throws at me
afterthought.btw 25 Nov, 2020 @ 4:20pm 
@PartyCowboy Well, it made a difference for me. Before making the change the Pillar of Knowledge would only accept one technology stored and allow one to be written, and afterwards it accepted multiple.

I took a glance at the differences between the code in the PoK and Human Resources' own code for libraries, and that was the only difference I spotted with a cursory glance. I just assumed that it was something to do with inheriting a class and having a node value which conflicted with the parent value, but I've not really used XML so that could be a faulty assumption.

As I didn't really look into any of the details, it's possible that it was something else that caused the fix when I was trying it out I guess, but as my motherboard just died I can't take a deeper look at it right now.
PartyCowboy  [author] 25 Nov, 2020 @ 7:39am 
@afterthought.btw Switching it from Production to Furniture should only move it in the architect menu, and will have no real effect afaik.

@HL521 Are you trying to write them directly to the PoN? Because that won't work. The PoN only stores knowledge and you'll need a Study Spot from the Production menu to set the bills for writing and studying. This is intentional, since one object can only either store books, or set bill. Not both unfortunately.
PartyCowboy  [author] 24 Nov, 2020 @ 4:52am 
@afterthought.btw It's awesome to see people engage! It's very hard to maintain something of this size on my own. When I have time, I'll make a github, and we can move everything to there. Should make adding user made patches easier.

Though I do have to say that I haven't gamed in a long while, university and all + shifting interests. I am however looking to get back into rimworld soon, and see what mischief I can get up to :)
afterthought.btw 23 Nov, 2020 @ 5:21pm 
Added to say I think I'll be trying this Human Resources mod out in my next run through, whenever that is, so might have more of an idea of what's going on then. Also intended to add a user made patch to Fertile Fields at some point in the future - just currently using it in a game to get a feel of how it's meant to work before doing it.
afterthought.btw 23 Nov, 2020 @ 5:18pm 
PartyCowboy and HL521:

As regards JPT Human resources, I haven't really looked at the fine detail, but I think I may have a potential fix to make it at least somewhat work as regards the Pillar of knowledge problem. (Obviously I'm not familiar with it or the intended game mechanics - I just tried this; dev moded in stuff, and it seemed to work ok.)

Go to the Thinking spot folder > Patches > Other Mods > [JPT] Human Resources

Open the file 'PillarOfKnowledge' in a text editor, and search for 'Production'. Change that to 'Furniture'. PC, I'm guessing the DesignationCategory tag for the def you were inheriting from has changed in a more recent version of the Human Resources mod.

(Before I made this change I could only work on one book per pillar, now my pawn can work on multiple books.) Hopes this helps anyone using said mod.
PartyCowboy  [author] 13 Nov, 2020 @ 12:12pm 
Yeah, that's most likely because of the 1.2 update which I haven't come around to. See ~3 comments down
saavedra 13 Nov, 2020 @ 9:54am 
I would've loved to use this together with Vegetable Garden but it failed, posted the error in the forum section.