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is researchpal a hard incompatibility? theres really no better research mod than it. i mean theres only two, and i had planned on moving back to researchtree because of this but it isnt as stable
what happens if you add it mid game. does it break the save/is ongoing save compatibility still otw
I'm wondering if this mod would be compatible with Research Reinvented https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868392160&searchtext=research+reinvented
I feel like that would be the perfect "research overhaul": theorizing with this and then experimenting with Research Reinvented to actually make it usable.
The logic for selecting researchDefs can be found in Source/ImmersiveIshResearch/GameThings/Thing_FinishedExperiment.cs
and technological blueprints?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2010527094
I'll remove for the mod for now. It's not playable for me without reducing the experiment prices, especially since i just learned that experiments can just fail as well. Thats a LOT of resources down the drain.
Which brings me to me second point: This mod does not have any settings, right ? Some slider for encryption chance and experiment costs would be really nice.
I know, alot more than this mod intends, BUT, was a random thought.
This could be a simple mod conflict, of course, but I may be better off skipping this mod in my next playthrough. :-) It's a really good concept, but it would be like pawns spending all your raw food to make Simple Meals at a stove without any Bills.
Still, it's feels like a great proof of concept, but usability and balancing just aren't there yet.
Basically, do they reset along with the map? If they don't, this could be the most satisfying mod to play that ending, without having to "cheat" with Archonexus' patch mods.
It's pretty unstable, and as far as I know, doesn't currently work with 1.3, so it would need some fixes to be usable (along with finishing off the features I was working on).
I've outlined what I was doing on the latest commit.
I just ran Immersive Research with Human Resources and ResearchPal, and they all seem to be mostly compatible together. I was able to discover new techs/create experiments, study researched techs, study completed experiments, and document studied techs. The only thing I noticed was that the research tab seemed to lag excessively, dropping to 9 fps, but otherwise seemed to be functional.
To be honest it's a rather half-assed idea that I came up with, and definitely can be improved.
My original reasoning for it not being compatible was the "research hiding" feature, where research options would be hidden from the research window until you discover them via experimentation. The idea being that you can't research things without "knowing" them first.
Back when I was making the mod, I knew that it would be a colossal effort to also make a compat patch with ResearchPal (and any other mods that change the research window) whilst making the mod, so I left it on the sidelines.