RimWorld

RimWorld

Immersive Technology Tree [Deprecated]
62 Comments
Fantasy System 18 Jul, 2022 @ 9:05pm 
no.
Red1 17 Jul, 2022 @ 9:44pm 
Anyone having trouble with this mod?
Rohzdear 22 Mar, 2022 @ 1:24pm 
I think it should work until next game update, but make updates to related mods might break it.
Fantasy System 12 Mar, 2022 @ 1:32pm 
Is this mod at all broken right now?
Sergkart  [author] 2 Mar, 2022 @ 10:12am 
@Xurker
Probably no. I think it can be considered abandoned. I love modding and I made this mod for that very reason, but working on it is terribly boring and monotonous.

I've been thinking of different ways to make things easier for myself ever since I realized that maintaining this mod is more difficult than I imagined. Ultimately, I came to the conclusion that I would not continue it. Even the mods that are listed in the list have changed and patches for them need to be done in a new way.

I think this whole mod can be considered public domain, if someone has a desire to continue it, I will only be happy.
Xurker 2 Mar, 2022 @ 9:05am 
this is a great mod, are there any plans to update it with the new VE mods/other new popular mods?
Sergkart  [author] 25 Oct, 2021 @ 6:12am 
@OptimusPrimordial, changed, now you need advanced energy sources technology.
OptimusPrimordial 25 Oct, 2021 @ 4:21am 
Would you consider moving Radioisotope Thermoelectric Generator to only require industrial generators instead of nuclear power? RTG's are far simpler in design and implementation than a nuclear plant and if you can build a nuclear plant why waste your uranium on an RTG?
Sergkart  [author] 14 Oct, 2021 @ 10:05am 
@Awan, duplicate the request in the topic , it will be easier for me to navigate there when I return to this mod again.
Awan 14 Oct, 2021 @ 8:21am 
Is there any chance of adding Kit's Gunpowder Weapons (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2376928770&searchtext=gunpowder) to the progression here? I'd like to try and do a game that spends more time with the black powder era and this variety would be nice.

Thank you for the mod, it is an amazing piece of work <3
Sergkart  [author] 25 Sep, 2021 @ 1:18am 
@OptimusPrimordial, yes
OptimusPrimordial 25 Sep, 2021 @ 12:22am 
Questionable Ethics Enhanced currently only works with 1.2. Does this work with the unofficial 1.3 fork?
eBlair 7 Sep, 2021 @ 7:36am 
Appears fixed for me indeed
Sergkart  [author] 5 Sep, 2021 @ 12:30am 
@CV514, fixed.
Vorpal Void 4 Sep, 2021 @ 12:53pm 
Adding to previous discussion about redundant patches: Apparel_Space.xml tries to add <ToxicSensitivity> to SoS2 items via PatchOperationAdd, which concludes in

"XML error: Duplicate XML node name ToxicSensitivity"

Those items already have defined ToxicSensitivity at value -0,5, so either this patch method should be PatchOperationReplace if you see that value being -0.25 more fitting to overall immersion, or simply not needed at all.
Sergkart  [author] 3 Sep, 2021 @ 10:08pm 
@eBlair, problem with makeshift solved, mod is CE compatible, comment thread below from user "Листик". The mod works with all of the listed mods, with minor exceptions related to the version of the game. If you have connected only one mod from the list, then nothing will work.
eBlair 3 Sep, 2021 @ 5:23pm 
Installed but did nothing, saw your recommendation note on needing the full VFE pack. This means that this mod is effectively incompatible with CE as an FYI since VFE makeshift weapons is incompatible with CE. Just as an FYI
Sergkart  [author] 30 Aug, 2021 @ 9:01pm 
@Jiopaba, fixed, thanks for assistance.
Jiopaba 30 Aug, 2021 @ 2:28pm 
No, wait, I know the cause of it. Apparel_Space_Rimsenal.xml looks to be double-dipping on "Apparel_SpaceSuitHelmet" with Apparel_Space.xml. The patches in "Apparel_Space.xml" appear to be totally redundant?

It might be that Apparel_Space.xml needs a reversed operation for "FindMod Rimsenal - Core" so that both don't get loaded.
Jiopaba 30 Aug, 2021 @ 2:24pm 
The Apparel_Space.xml patch has two patches that are "PatchOperationAdd" which should be "PatchOperationReplace" I believe. They result in red errors to the tune of "this item (Apparel_SpaceSuitHelmetHeavy) has two ToxicSensitivity values."
Sergkart  [author] 22 Aug, 2021 @ 11:54am 
@Xurker, moved, now makeshift after gunpowder but before gunsmithing.
Xurker 22 Aug, 2021 @ 11:41am 
@SergKart the VWE makeshift weapon research seems pretty late in the tech chain, shouldnt it be the first type of gun that you make considering its meant to be an early game alternative to regular guns that doesnt even need a smithing table to make
Everybody loves me 21 Aug, 2021 @ 9:48am 
@Richard Mc NutBustery Nothing is broken. makeshift doesn't work with combat extended yet. This is fixed by a dubious quality patch that used to work only for 1.2
I had all the VFE mods installed except makeshift. When I installed bttp, it didn't add the technology dependencies for gunpowder. I thought it was because I didn't install makeshift, because in the description it says that installing all VFE mods from the list is highly recommended. I reported this error to the author indicating that I didn't have makeshift. But it turned out that the problems were not because of makeshift. The author, as I understood it, made makeshift an optional mod to fix that. But that didn't fix anything and then I said I just didn't have the technology dependencies for gunpowder and the author updated the mod. Then everything worked.
As far as I know, makeshift is still incompatible with combat extended by itself. Requires installing a patch that removes the random number of bullets in the burst.
Richard Mc Nutbuster 21 Aug, 2021 @ 4:16am 
i cant read russian, but i read a part that has to do with makeshift weapons and combat extended, what exactly is broken and how do i fix it
Sergkart  [author] 18 Aug, 2021 @ 10:50am 
@OptimusPrimordial, thanks for the idea. As the time appears I will add.
OptimusPrimordial 18 Aug, 2021 @ 12:43am 
After all that, this is a great idea, it is a lot of patchwork but if you can pull this off you're going to have something special which no one else has tried.
OptimusPrimordial 18 Aug, 2021 @ 12:41am 
Continuing:
The Rim Effect prefab solar panels and geothermal require advanced power sources but not the original solar and geothermal generator research letting players build prefab generators without knowing how to build the originals.

Recon armour can be researched without Vanilla armour expanded's trooper armour.

Sentry Guns from Vanilla security expanded can be researched without Advanced Batteries or regular batteries despite not needing power. (I'd also add nuclear power as a pre-req and add uranium to the build cost so an inbuilt RTG can justify these things running on air.)

Save our Ship's basic holodeck doesn't require Vanilla expanded's complex electronics.

VE Security's trench warfare which adds a Heavy machine gun doesn't require gas operation.

VE Security's pulse charged defences adds a turret but doesn't require gun turrets.

Save our Ship's Ship cannons don't require VWE Coilgun's mass driver research.
OptimusPrimordial 18 Aug, 2021 @ 12:10am 
The Cybernet Wireless Networking research doesn't require Power++ theory of wireless power emission research.

Forsaken's weapons research doesn't require long blades so you can build forsakens spears before regular spears.

Save our Ship laser turrets don't require vanilla weapons expanded lasers, laser weapon research.

While not strictly necessary, the save our ship rocket propulsion doesn't require biofuel refining.

Save our Ship's Holographic avatars don't require research into Power++ wireless power networks.

Worker/battle droids from Androids can be researched without knowing how to make bionic replacements.

Androids themselves can be made without Cybernet's Advanced Networked Prosthetics (I'd also add packet router and Consciousness Enhancement Implant.)

Androids archotech module can be researched without archotech fundamentals from more archotech garbage.
OptimusPrimordial 17 Aug, 2021 @ 11:07pm 
The Save Our Ship fission reactor requires the Rim Effect fusion reactor, which requires mass effect field manipulation, which requires the Save Our Ship fission reactor. I recommend getting rid of the fusion requirement from the fission reactor to break this loop.
Everybody loves me 10 Aug, 2021 @ 3:46pm 
@Sergkart, спасибо! Всё работает! Вы просто чудо!
Sergkart  [author] 10 Aug, 2021 @ 3:27pm 
@Листик, исправил, если снова возникнет проблема сообщите.
Everybody loves me 10 Aug, 2021 @ 2:43pm 
Но при этом порох нужен для огнестрельного оружия.
Everybody loves me 10 Aug, 2021 @ 2:37pm 
@Sergkart, у меня есть все все вышеперечисленные моды Vanilla Expanded, кроме makeshift. В том числе Vanilla Factions Expanded - Medieval. У меня есть арбалет. Но порох стоит изолированно от остальных технологий.
Sergkart  [author] 10 Aug, 2021 @ 2:26pm 
@Листик, на данный момент путь такой "лук - арбалет - порох", для корректной работы (из-за появления тяжелого арбалета) требуется Vanilla Factions Expanded - Medieval
Everybody loves me 10 Aug, 2021 @ 2:18pm 
@Sergkart не хотелось бы лишний раз беспокоить, но, несмотря на поправки, для пороха мне не нужно исследовать лук. В чём может быть проблема?
Everybody loves me 10 Aug, 2021 @ 2:08pm 
@Sergkart Спасибо! Вы лучший!
Sergkart  [author] 10 Aug, 2021 @ 1:53pm 
@Листик, обновил убрав требования на makeshift, могут появится красные сообщения при старте игры, просто игнорируйте.
Everybody loves me 10 Aug, 2021 @ 1:35pm 
The mod does not work for me.
There is an assumption that this is due to the fact that I did not install vanilla weapons makeshift. I cannot install it due to incompatibility with combat extended. Any ideas?
I really like your mod, but I also like combat extended.
Sagetim 4 Aug, 2021 @ 3:30pm 
After looking over your list, it feels like Ultratech, the altered carbon mod that adds stacks, sleeves and a little tech tree feels like it would be right up the alley of the kinds of things included in this list.
Sergkart  [author] 28 Jul, 2021 @ 3:24am 
@GHOST, yes.
GHOST 27 Jul, 2021 @ 8:54pm 
do you take mod support requests?
GHOST 27 Jul, 2021 @ 8:53pm 
ohh wow, the mod i never knew i wanted. this looks fantastic!
Sergkart  [author] 27 Jul, 2021 @ 2:17am 
@Lord General Salesman, thanks for the bug report, fixed it.

@Rutra Nickers, I'll take a look.
Janeway 26 Jul, 2021 @ 6:23pm 
Thank you for the swift addition of Medieval, I've noticed however that the patch when loaded causes the dev menu to pop up with an error when it didn't do so before the addition of medieval, it seems as though the ResearchProjectDef is defining the same field twice in prerequisites.
RutraNickers 26 Jul, 2021 @ 4:32pm 
could you give a look at The Black Armory? It's a great mod for medieval firearms
Sergkart  [author] 26 Jul, 2021 @ 6:06am 
@Lord General Salesman, added and updated. Have fun!
Janeway 26 Jul, 2021 @ 5:47am 
Given Vanilla Factions Expanded - Medieval has updated would it be possible to add in the weapons and armour that adds in into the branching tech tree, I believe it adds in heavy versions of the plate armour, some new clothing and heavy crossbows, which are the better version of the crossbows in the vanilla expanded weapons mod.
Sergkart  [author] 24 Jul, 2021 @ 1:47pm 
@JapsScareMe, what is displayed in the logs? What mods are installed?
Jaskoomie 24 Jul, 2021 @ 1:03pm 
It did work before
Jaskoomie 24 Jul, 2021 @ 1:03pm 
It isnt working for me I have uninstalled and reinstalled numerous times and I have uninstalled Rimworld but nothing is working
Any Ideas?