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– https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2566455429
would love to have techs scattered all over the world (or not all, but selected ones). especially considering the new DLC would allow traveling here and there.
thanks for the mod.
If you just want to turn off techprints for the growth vat research:
- untick all options for generating techprints on the first page
- in the second page, find the growth vat research and modify it to remove the techprint requirement (and optionally make it take longer to research)
Happy new year and enjoy the mod :D
I wish I had the nerves to write some mods, but my job is killing every wish to do so.
Anyways I don't want to bitch around how hard it is for me X) or something, I am rather glad that someone else does it like you because my nerves are gone like a decade ago.
Thx for the instant fix and a happy new year cheers.
Yea "autogen" code is a pain. Last time I've been decompiling src code in order to reverse engineer something, it was the 1st and last time in my life X), not exactly the same as a transpiler but those things are also far from beeing perfect.
Yea UI elements tend to glitch, I am not surprised to hear that, considerring what I've seen can happen cause of mods. Also redesigning windows is a pain its easy to make a new better design that no one else wants because its too different even if its better on each level.
10 years later and rimword has finaly restarted, several times... it takes so freaking long.
Anyway, lets see, I would have responded earlier if steam would have updated the mod earlier, had to do an other restart. ......................
Hell yea good work man. It works :).
Restarting with several 100 mods takes ages even on a beefy machine, I hate rimworld :D.
Hey, glat to hear. I am using ResearchPal in order to avoid that problem, but I realy don't like it, because I am used to the normal ui.
Anyway, yea I can understand that, ui programming is sometimes a complicated topic.
From my exp there should be a func that simply lists all factions for the blueprints. Maybe you can add a bool or something in order to disable it with a checkbox. As far as I understand the information gets "rebuilded/parsed" every time you open the research tab.
However this is just a guess, might be completly wrong, I haven't looked at the rimworlds ui code, just happens to be that I do ui programming in cpp. Unity/Rimworld is probbaly a total different animal X).
Hey thanks for your work, using that mod for all my plathroughs. One question is there a way to disable the "Techprints are avaliable from those factions via trade or quest" thing? I can't see what the research gives me because the left side of the research window is bloated (too many modded factions in my game).
Maybe there is a ui mod or something? I mean a checkbox in the mods settings would be nice tho.
Anyway happy new year mate.
The idea was always that it would take a bit of tweaking depending on your setup and needs though :)
Last I looked the rewards offered were based on the silver cost of the items, and techprints are a category it can select from, so it would try and fill the reward with as many techprints as needed to reach that cost threshold. If you have a lot of cheap techprints available then it may choose a bunch of them rather than one big one, but it's been a while so I'd have to check the code to be sure (at work so not right now)
I enable Dev mode in the rimworld settings, then quit the game, upon booting up the game again a window comes up showing errors (if any) if that helps haha.
Also quick question, is it normal that quests rewards are flooded with techprints? I am easily getting offered up to 5-7 (sometimes more) on quests at a time.
Yes, the rimworld .exe can be replaced with one from the correct version of Unity, which puts the game into development mode. Useful for debugging and stuff :)
Had no clue you could replace the exe with unity.
https://gist.github.com/HugsLibRecordKeeper/b3242fc08fbb97ec5f7dedf6990e2abf
Thank you.
Tech prints go in to storage, it's lots of clicking by me to get pawns to apply them. Having them go and apply the tech prints themselves without my interaction would make things much easier (unless there's already a setting somewhere I don't know about).
Yep send a log, can't hurt to check, but if you're on 1.4 it may be a bit harder for me to test for a bit. I have double-checked that removing vanilla techprints is functioning as it should.