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Stat increases such as move speed/work speed do increase, however amounts of food gathered/resources mined/etc can only increase to a certain limit (which I have not been able to determine). For example, increasing mining yield to several hundred times the normal amount only lets you mine a max of 75 steel, no matter how much you repeat the research. Similarly I could only harvest about 20 potatoes from a single plant no matter what.
The mod is still very usable as-is, but I recommend user not research the repeatable techs more than 10x (which is probably excessive anyway).
Thanks for your work on this mod, I've been using it forever and have considered it a critical part of my gameplay for a long time. Take care!
Just going to pop this here to try and catch folks who scroll past the description lol:
As the top of the description says, I've dropped modding for the time being. Folks are welcome to pick up where I left off, (all my mods are effectively FOSS) I'll even help explain things in the code if people need. (Though I'd recommend doing a full rewrite of RSU:R from scratch over continuing with whats here; the current codebase has something like 10 years and five different maintainers of cumulative technical debt going on)
However, I personally don't have the time to grind through fixing/rewriting mods that were at best arguably functional in 1.5
Good to know RSU:R is at least semi-functional, though. At a guess, maybe there's a more strict cap on harvest yields in 1.6? It might be fixed when paired with another mod, like Un-Limited.
Sorry for the late reply!
That is a known bug, though the exact cause is proving elusive; especially with how little time I have to work on RSU:R
It's triggered by doing any other researches, after completing a repeatable research.
In the meantime, you should be able to open your save in a normal text editor and tweak the values in the RepeatableResearch_WorldComp (I think that's the name) to something more sane; just keep in mind that every time you research something it will "complete" the research again, so it'll creep back up if you still have a lot of research to complete.
Alternatively the dev mode variable thing (I forget the name, sorry ;-;) should also provide access to the worldcomp, in the event you use something like RWS Compressor and can't just open the file.
I don't think it's actually required for RSU to function, I don't have it in my csproj file as a nuget package. I can't remember for the life of me why I ended up adding it to the dependency list here on Steam if it's not needed... Maybe XMLExtensions needs it?
Ah, I wasn't aware hugslib wasn't being maintained anymore. I'll look into migrating away from it, but it might be a minute. I don't actually know where exactly in RSU it's in use, I haven't been able to look at this project in quite a while.
Ditching it doesn't require a rewriting ( well most mods dont i didnt saw the code of yours )
Do you mean XMLExtensions? I don't use Hugslib for settings.
Doing that would require I rewrite the entire mod again, so I'd rather not. Plus, I don't see it being slow in my testing? XML is slow by nature of its existence, though.
But if a mod like "Stored Research" is not activated, such issues will not occur.
[quote=sorry-i-forgot-your-name]
would you consider a stat upgrade for conversion stats? Ideoligion Spread Chance / Global Certainty Loss Factor / Conversion Power?
[/quote]
Y'know, can't say I had thought of that, but it certainly makes sense!
I've added it to my future-feature list :)
I'm also happy to accept any pull-requests over there from folks who know how and want to contribute. If you don't know C# that's OK! Most of RSU:R is done through XML, thanks to Spdsktr's incredibly flexible code behind the scenes, and XMLExtensions!
Huh, that's certainly an interesting side-effect, thanks for the report! If you still have a backup of the save file prior to removing RSU:R, I'd love to take a look :) If not, that's totally understandable, I'm replying quite late. My apologies for that, by the way.
Your English is 100% clear and understandable - no worries!
@Oxcyde
Huh, I suppose that would apply, wouldn't it? Good to know when testing when I get to fixing it. Thanks for the input :)
An update on Kd's life:
I finally have gotten some reliable free-time to play games - including RimWorld! I should be back to updating mods, as soon as I get through my current massive backlog of bug reports ;^-^
If they extend the vanilla turret class, which there's very little reason not to, yes :)
Thank you for your effort in updating the mod!
To hit each point in order;
* I completely forgot Farming Yield even had a repeatable. That's on my list now, thanks :D
* Yup! Apparently, Rimworld despises when every player-owned structure on the map requires repairs. Couldn't imagine why. Apparently I forgot to remove the mod options when I removed the research. My bad ;^-^
* I'd love to, but at that point I'd be reinventing the wheel (XML Extensions) and given it works as well as it does.... yeah I'd rather not. I might be able to add a button in the normal mod options that takes you to the XMLE ones though, I'll look into it.
I'll have an update out soon-ish to fix those. Hopefully. Life & executive dysfunction have been kicking my behind. but now that it's on my list, it should get done once I get a chance.
About this mod, is it possible to fix up the mod options? I noticed that there's detailed config options for the repeatable Productivity research (initial cost, increment per repeat, benefit per repeat), but the repeatable Farming Yield research seems to only have an option for its initial cost.
Also, the .xml config seems to display options for researches that aren't in the 1.5 version of the mod, particularly the Building Health ones. Were those removed on purpose?
Finally, on a much smaller note, moving it onto the standard mod options menu instead of the .xml config would be nice, but that's relatively minor.
Not demanding any of these things, I'm just wondering :)
Mechinators aren't programming the mechs, they are using (incomplete) brain scans. It doesn't make sense for mechs to benefit from what is essentially on-site training videos - If you've ever had a barely-sentient coworker like I have, I'm sure you can see my logic :P
If it made more sense in-universe for them to benefit I'd be more open to abandon the balance side and just do it, but eh.
Make sure the mod settings (under XMLExtensions' mod settings, it's a seperate button) have repeating research enabled. Apparently it got switched to being off by default at some point, and I haven't simultaneously had the time and energy to fix it.
It's a button right next to the button you press to open the Vanilla mod settings. I think it's labeled something like "Mod Settings +" or "More Mod Settings" ? I'm not sure, it's been a while since I've needed to tinker with mod options.
but I didn't find the mod option,the only way to fix it may be to cancel and re-enable the mod
Hmm... if you didn't change any mod settings, I guess I need to double-check that repeatables are on by default and not off. Thanks for the heads-up, I likely wouldn't have thought to check that for quite a while.
I haven't made any changes to the mod.in fact,I'm not the only one who has encountered this problem.
Repeatable (circular) researches only being researchable once is a mod configuration option. Please ensure you haven't mistakenly changed it :)
Unrelated researches applying the repeatables' buffs is a known issue, and one that I'm working on. The information that it is paired with the config option is new and very valuable, thank you!