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Same goes for information exchange - set that to 4 and you'll be able to finish the category by getting information from 4 factions (counting your own). Though Information Exchange is a special case, as the amount of research points per faction opportunity is also affected by that faction's tech level relative to the research.
I've changed how a few things work in my WIP version already, and reworded the settings labels and tool-tips so they're hopefully be a bit clearer going forward.
The release is pending the DLC drop at this point, as I've also reworked how alternates work so I want to look through Oddysey's defs first to see what I can map to what with my shiny new dev tool for alternate mapping.
For information exchange, I can just crank up the static importance to compensate for all the new factions, but since materials are so inconsistent between projects, I could end up with one research with 500 mats worth 100 each and another with 2 mats each worth a gazillion points
I feel like there should be some option to collapse some of the crowded options into categories instead, like
"material research: leather" instead of 500 different leather s
Having 50 random "angry bandit" factions means the factions I can actually talk to (and my own faction conversation) make only a tiny pittance of research points
@Apocryphus unlike in vanilla, the jobs in this mod aren't "long-term tasks". This makes it possible to prioritize those jobs, but it also means that once a pawn starts the job, they'll finish it unless interrupted. The duration though is set to 3000 ticks or about three in-game hours, so it shouldn't be lasting the entire night.
@Drunken Eagle its possible, but the settings menu does an admittedly poor job of explaining itself. I've got a new version in the works in which the descriptions should hopefully be a bit clearer, but until then: Set static importance of Theory to 10% and disable infinite overflow, then set every other category to be only available from 10% to 100%.
Altho, Im trying to setup it to needing to ponder on the research table for like 10% of research needed and then proceed to other stuff. I know there is a slider for minumum progress required, but I also wonder is its possible to limit theory max gains to 10% of total research required?
My thought process is going for applicable science approach, just modifiying it to require pondering for 10% and then doing other stuff.
RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch (instructions not found, stage 1)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
PeteTimesSix.ResearchReinvented.HarmonyPatches.Prototypes.Frame_CompleteConstruction_Patches:TranspilerSpawn (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>,object)
PeteTimesSix.ResearchReinvented.HarmonyPatches.Prototypes.Frame_CompleteConstruction_Patches:FullTranspiler (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
https://gist.github.com/HugsLibRecordKeeper/c8598e1ec7f177c736ac7753b79d0758
No 1 - {LINK REMOVED}https://pastebin.com/4hvfzm53
No 2 - {LINK REMOVED}https://pastebin.com/ywRXhruM
These errors present when your mod is disabled, or unsubbed and either of these mods is enabled. This occurs because your mod changes the default interaction for these mods to science interrogation, changing the associated config files.
While I do not intend on unsubbing from the mod, neither do I wish to use it in every run.Deleting the affected config files stops the red error, but as I would rather not have to do this every time, might I suggest you have your mod reset any config values it changes when disabled instead? Thanks
Perhaps a balanced way would be to allow pawns to field research prototype buildings to max out progress?
This is quite stupid, Why didn't you let this set up in the option?
I'm canceling the subscription because of this
is this intended behavior, or am i missing something?
Because what you are saying here ive never encoutered when using this mod.
Its always been relevant tech from a level or 2 down that was required for production
and having to prototype drums while researching greatbows makes no sense.
If you have mods that rewrite large amounts of the techtree thats not this mods problem.
And even if, you can simply redo the prerequisites to suit your modlist.
If you put theoretical down to 10%, geology and friends to 50-100
and reverse engineering and prototyping to 200% or higher
you need to find items or progress is going to be sloow.
I'm currently sort of band-aiding it by using Change Research Speed and setting it really low, then also setting the standard research really low in Research Reinvented, but I was wondering if there was a less strange way.
Here are two logs, one with my normal mod list and another after I removed dub's rimatomics and reinforced mechanoids (which were also being flagged):
Here are the two hugslogs:
https://gist.github.com/HugsLibRecordKeeper/b91b8b3fa2c027c35eadba9d52f27241
https://gist.github.com/HugsLibRecordKeeper/92aa3eee09e267fdcc2e339b3fd16481