RimWorld

RimWorld

Lost Technology 2
33 Comments
тетеря, блин 25 Jun @ 1:33pm 
great idea. it would be a miracle to have this updated to 1.6.
lejkob 19 Jul, 2023 @ 11:01am 
Confugurable Techprints seems to have this feature as one of the options
lejkob 11 Jun, 2023 @ 3:21am 
@Yunusoglu - thanks for checking. I too hope it will be on 1.4 at some point, still keeping this as subscribed.
Yunusoglu 27 Feb, 2023 @ 11:24am 
@lejkob It doesn't work unfortunately. I mean everything is fine and in order until the game had tried to create a techprint stash quest. It crashes after that attempt. I also really would like to see this getting an update. This mod's up to date alternative "Configurable Techprints" doesn't have the techprint stash quests which is what i most like about this one. I took a look at mod files to see if i can somehow eradicate the incompability with the new game version but i believe updating this mod requires coding knowledge and experience which i don't have. Yayo himself says that people are free to modify the mod so i hope someone more capable will take interest.
lejkob 3 Feb, 2023 @ 9:53am 
Does it work for 1.4? Seems to be very much what I was looking for...
三笠 21 Jan, 2023 @ 3:38am 
Wait for your updated version.( · ω ·
YAYO  [author] 7 Oct, 2022 @ 5:12am 
This mod is no longer being updated.
13 Aug, 2022 @ 11:26am 
q rica cuca weonnn
Axiom 12 Jun, 2022 @ 9:59pm 
Hello YAYO, I love the Lost Technology mods.

I'm confused tho, what is the difference between Lost Technology Core mod (the original mod) and this mod: Lost Technology 2?
SamB 30 May, 2022 @ 12:20pm 
Is anyone able to advise on compatability for this? I've tried all 3 Lost Tech mods individually, however both Lost Tech Core and Lost Tech 2 seem to crash on world generation. Only Lost Tech World seems to correctly generate a world.

Only issue I have with using Lost Tech World is the lack of variety and the fact that the techprint outposts don't seem to despawn after taking the techprint
StepMurp 3 May, 2022 @ 10:46am 
Would be cool if someone could modify this to include an indicator on a techprint you already have unlocked when viewing the item in a trade window.
Marquez 5 Mar, 2022 @ 5:36am 
When the pre technology is not unlocked, directly studying the post technology will bypass the restrictions of pre technology. Is this reasonable
firshpear 4 Feb, 2022 @ 3:49am 
Should I use this mod alone or with Lost Technology Core?
Flying dUCK 21 Jan, 2022 @ 2:52am 
I thiink this is Best mod.
bujiu 15 Oct, 2021 @ 9:51pm 
Config error in Research_SRTSMklY: requires techprints but has no heldbyFactionCategoryTags
Configerrorin FTPsiTranscendence: requires techprints but has no heldByFactionCategoryTazs
Confiz error im PTwlindFortress: requires techprints but has no hel dByFactionCategoryTags
Confizerror in PTpsiRally:requires techprints but has no heldByFactionCategoryTazs.
Config error in FT PsiStorm: requires techprints but has no heldByFactionCategoryTags
Arcimbaldo 6 Oct, 2021 @ 8:12pm 
Really enjoying this mod. Any chance we could get a separate setting in the options to control the rate of tech prints appearing in caravans/settlement trading vs the rate of appearing in loot?
咕咕,咕咕咕? 23 Sep, 2021 @ 7:23am 
I would like to ask why a black screen appears after the mod is loaded. Please!
D.Dcan 24 Aug, 2021 @ 11:57pm 
SRTS Expanded 모드랑 같이 사용시, 게임시작화면에서 이러한 빨간 로그메시지가 뜹니다. 청사진과 관련된 문제같은데, 이 모드를 사용한지 얼마안되서 아직 어떤 문제가 발생하는진 모르겠습니다.

Config error in Research_SRTSMkIV: requires techprints but has no heldByFactionCategoryTags.

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https://gist.github.com/1b86ca0ace1bddc7cda5d765ec733e8f
Eclipse 24 Aug, 2021 @ 1:58pm 
i've read description multiple times, but I still can't figure out the difference between
Lost Technology 2 and Lost Technology CORE
Lost Technology CORE description says that techprints are available through quests, just like in this mod
DavidMM18 18 Aug, 2021 @ 4:50pm 
Having this mod and Project RimFactory Revived in the same modlist causes this error:
"Config error in Techprint_PRF_CoreTierO: description has trailing whitespace"

https://gist.github.com/c51c558d549eaac33180de45f4efd8d4

I even looked at the xml for it and didn't find any whitespace left over when compared the other researches in the mod, could've missed it though.
GD 18 Aug, 2021 @ 4:02am 
this without the dlc?
Leosky 8 Aug, 2021 @ 11:40am 
I started a game with this mod and some other (mostly vanilla expended) and no faction sells techprints. It's a bit problematics as i can't find, electricity, complex furnitures nor machining :o
Slydragon05 6 Aug, 2021 @ 11:29pm 
I'm not sure if this has already been brought up but if this is added mid playthrough to a colony not designated for it prior (Since it wasn't a thing before), it classes the save as using this so locks everything behind tech prints.
CatSayInk 5 Aug, 2021 @ 10:35pm 
great
Oniwabanshu 5 Aug, 2021 @ 9:45pm 
@ YAYO I am an idiocy distillate.
Thank you for your service.
Arcimbaldo 5 Aug, 2021 @ 9:25pm 
What's the difference between this and Lost Technology World? Are they meant to be alternatives or played together?
Arcimbaldo 5 Aug, 2021 @ 9:20pm 
This looks great for roleplaying e.g. an Adeptus Mechanicus game. Or just generally as a reason to force you to actually use caravans.

Are there customisation settings for it? Would be great to be able to tweak spawn rates etc or set it to it only affects certain eras of tech.
YAYO  [author] 5 Aug, 2021 @ 4:19pm 
@yagiou
I'm in the credits of that mod.
RaptorMother 5 Aug, 2021 @ 1:10pm 
one thing is not clear: with just this mod, does it make every tech require a techprint, or does it just generate quests for the techprints in vanilla?
Sinnamon 5 Aug, 2021 @ 7:18am 
로얄티 ㅠ
Xidon Eye 5 Aug, 2021 @ 2:56am 
Great. this reminds me of Warzone 2100 or 40k's Adeptus Mechanicus, rediscovering of old, forgotten Tec.
김무분 5 Aug, 2021 @ 2:32am 
my best mod