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Could not resolve cross-reference: No RimWorld.FactionDef named PlayerLostTechnology found to give to RimWorld.ScenPart_PlayerFaction RimWorld.ScenPart_PlayerFaction
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
https://gist.github.com/HugsLibRecordKeeper/63268ea2620bd76b9d858c88550af589
Was planning on a playthrough in a medieval world built on top of a glitterworld, so normal people cant research past medieval without these "words of the ancients gods"(techprints)
if not anyone knows anyhthing that would allow it?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2566455429
1.3
Personally, I love the way this mod works, with each technology requiring a specific techprint/tech core (or a few, if it's a more advanced technology). Is that how the vanilla setup is now? Or in vanilla can you just research stuff without techprints? If that's the case, what are techprints actually used for in the vanilla game?
This is the one error I get on startup:
"Config error in Research_SRTSMkIV: requires techprints but has no heldByFactionCategoryTags."
Nothing else in the logs pertaining to this but https://gist.github.com/HugsLibRecordKeeper/da85b8995c989c133b20744d18cd4b00 there ya go in case you want them.
I haven't ran into any issues besides that one warning and that I've spend a ton of silver.
The only mod that may have an issue is SRTS Expanded. I've yet to run across a techprint and there seems to be an error during initial boot up of the game. I can't say for certain as i've only about 50% into my tech tree and it probably just hasn't shown up. I believe it has something to do with "The Genesis" ship being at the Archotech tech level but I am unsure.
Small bug fixes
Improved compatibility issues
add option-techprint appearance probability
Added option to use techprint according to techlevel
So this mod will be a dependent mod that only works if you own dlc.
It is not. I think my explanation was lacking.
research cost default value : 0.2 -> 0.35
If the completed study is canceled due to a value change, change the value back to 0.2 in the options and reload the savefile.
Research cost value setting option added (default 20%)
Scenario research rate value 250%-> 100%
With this update, the research cost has been reduced to one-fifth.
This can be too easy as existing play users already have a 250% research rate applied in the scenario.
You can play as it is, but if you want an existing balance
Set the research cost option to 1.0.