Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have a researcher with both of these problems and she's hooked on researching microelectronics in stead of anything useful.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2904905818
Hope it helps anyone!
MedPod
Project RimFactory
Got an idea while doing a no tech start. Would it be possible/sensible to make a weight towards temp/clothing tech if a pawn has experienced hyper/hypo?
I will, however, take a look at patching the research from those mods into appropriate categories, which should make them a little more common to research.
Pawn are more likely to do research about element from their own mod.
Currently, if you got Epona, Anty or MoonRabbits, they don't prioritise their "own" techtree.
This is especially bad for Anty and MoonRabbits.
Do you think it would be possible to add a weight for research that come from a mod for pawn of that particular mod?
But they are still standing instead of researching, even after giving them the trait with character editor. The other error is still the same.
https://gist.github.com/HugsLibRecordKeeper/670585db941bc95e3d144c87b16128ab
Exception in JobDriver tick for pawn Enga driver=JobDriver_Research (toilIndex=1) driver.job=(Research (Job_8185) A=Thing_SimpleResearchBench48203)
System.NullReferenceException: Object reference not set to an instance of an object
They pick a research that pops up, then they pick another. It does that till the log is full.
Even if it works okay in v1.3, if this mod got updated, then I think this would encourage derivative mods like Pawns Choose Vanilla Books and Pawns Choose Tech Sales to update soon-ish™, as well. Just saying...
Thanks!
Also, i know for sure Call of Cthulu cults requires a forbidden knowledge center, which will automatically forbid itself if the main research isn't one of the techs from that mod. this makes it just break when you have collaboration research off as the main tech will jump around and when it hits this issue, it actually makes everyone stop researching for a moment. that's probably a problem with that mod specifically though. (oh hey, i complained about that less than a page ago, lol) that mod also has a repeatable tech, that honestly should be changed to be a new work type as it's just for training your social skill for sermons. so that also screws it all up.
Because it seems they try to start that research, fails and then no research will be done.
;)
sure, just for you. :P
mod for adding basic prereqs for research that doesn't normally have it. also patches some mods to have interdependent prereqs
Would you mind posting that mod, please? :D