RimWorld

RimWorld

Configurable Techprints
165 Comments
Nate700 7 hours ago 
Can you add a remove all techprints toggle?
MakeItSo  [author] 23 Jul @ 12:57am 
Thanks for the thanks y'all. *happy modder noises*
FatalCharm 22 Jul @ 7:32pm 
thanks for updating
irotto 22 Jul @ 9:45am 
thx!
BUyue 20 Jul @ 2:03am 
Good job.:steamthumbsup:
MakeItSo  [author] 19 Jul @ 9:23pm 
1.6 update is done - no changes, just rebuilt against the new version :)
MakeItSo  [author] 11 Jul @ 8:50pm 
Not yet but give me a week
тетеря, блин 11 Jul @ 10:30am 
thanks for your answer. does it work with 1.6?
MakeItSo  [author] 25 Jun @ 6:20pm 
I'm not sure if the mods are compatible because the other mod uses a scenario modifier. Should be safe to test both together but there may be some weirdness.
тетеря, блин 25 Jun @ 9:06am 
could you, please, confirm that this mod can work the way this mod allows?

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.
MakeItSo  [author] 20 Jun @ 2:06am 
@demonking100: This mod *is* a bit technical and is intended to be a way for players to customise their game, which does require some knowledge of how the game works internally.

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)
demonking100 18 Jun @ 10:22pm 
I figured out that the research menu was disappearing due to something else I'm still trying to figure out what that is I thought it was this mod at first then I removed the mod from the mod list and found out that wasn't the case I just haven't gotten around to modifying the post on that portion. I still find the mod a bit confusing though
MakeItSo  [author] 17 Jun @ 7:26pm 
@demonking100: the research menu isn't hidden by this mod, but I do explain why everything starts off enabled in the description above. You get techprints from trading, loot, etc.
demonking100 16 Jun @ 9:40pm 
I literally do not understand how this mod works it took me forever to figure out that this mod was locking all of my Tech Tree behind Techprints and I don't understand how I'm supposed to generate Techprints if I can't do any research projects because everything is locked and the research menu is even hidden I had to go look a shortcut up to open the research window so is there something I'm missing. I originally got it for the overclocked growthvat mod little did I know I would end up this confused
MakeItSo  [author] 30 Dec, 2024 @ 7:24pm 
@Ghost: I'm just a sucker for punishment haha. Nah, just I make stuff that I'd like to see in games, and RW is a hell of a lot more approachable than others. Give me actual code rather than a database full of references and an unreadable UI any day. I get it though - modding isn't everyone's cuppa.

Happy new year and enjoy the mod :D
Ghost 30 Dec, 2024 @ 7:17pm 
@MakeItSo "The Abyss" is allways deeper than you think, lambdas are nice, at least in some frameworks/languages, but having those things inside different classes which are communicating with signals in realtime, can be a pain, it actually is. Now I haven't used C# for 10 years or something, the last project was for a mate during the university days (he needed it for his diploma and I have seen shit, where if(true) fails to execute...).
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.
MakeItSo  [author] 30 Dec, 2024 @ 6:34pm 
@Ghost: Hahaha you're speaking my language. I decompile RW's C# to mod, as well as use a debug version of the exe (Unity games all use the same exe, depending on version) - Resharper is a lifesaver - unless the code is inlined or using lambdas, in which case it's a crapshoot. Luckily this just took a bit of extra thinking - taking time off the project helped get in the right mindset.
Ghost 30 Dec, 2024 @ 5:43pm 
@MakeItSo, nice Job
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.
MakeItSo  [author] 30 Dec, 2024 @ 4:59pm 
Problem solved :)
MakeItSo  [author] 30 Dec, 2024 @ 4:27pm 
@Ghost: That said, I think I've just found a workable method that I like. If all goes well expect an update *very* soon.
MakeItSo  [author] 30 Dec, 2024 @ 3:46pm 
@Ghost: There is also the issue of simply having to deal with the capabilities of the modding tools I'm using. Harmony allows for prefixes, postfixes, and transpilers. I *could* use a transpiler to change the calling method so that the faction info is at the bottom, but it's not something I've delved into because of how transpilers work to modify the order of instructions - it's a powerful tool but a b*tch to debug and makes for less readable code.
MakeItSo  [author] 30 Dec, 2024 @ 3:25pm 
@Ghost: Rimworld/Unity UI can be a bit of a mess to mod. A lot of it comes down to specific pixel measurements which are carried over to the next section, so if I try to change something I can mess up the whole research tab's flow. It's not impossible, but working out the right place to make edits can be time-consuming. I'm also trying to keep the faction info accessible without having to rewrite the whole function.
Ghost 30 Dec, 2024 @ 2:13pm 
@MakeItSo
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).
MakeItSo  [author] 30 Dec, 2024 @ 1:40pm 
@Ghost: I'm working on modding the ui for exactly that reason - trying to either turn off the faction part of the UI, or make it separately scrollable, but RL reasons and my other mod have slowed progress. Thanks for the reminder :)
Ghost 30 Dec, 2024 @ 8:02am 
@MakeItSo
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.
MakeItSo  [author] 6 Dec, 2024 @ 5:30am 
The reward system is pretty complex as it's built to allow for ever-increasing reward caps. Add in the number of mod-added techs and it'd probably be hard to balance it out completely. I may be able to add in some kind of 'faction gives tech rewards' checkbox, and maybe the same for faction traders too.
The idea was always that it would take a bit of tweaking depending on your setup and needs though :)
Wistala 6 Dec, 2024 @ 5:19am 
That would make sense, will try and fiddle with that. Found it cheap so increased it, but yeah.
MakeItSo  [author] 4 Dec, 2024 @ 8:24pm 
Confirmed - The more valuable the quest reward is the more techprints/higher value techprints you can expect to get. Changing the value of the techprints will reduce the number overall, but that's left for users to balance :)
MakeItSo  [author] 4 Dec, 2024 @ 6:06pm 
I should have looked harder at the link - what you sent is a hugslib thing (I don't use that generally). I'll look into it further as I get time.

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)
Wistala 4 Dec, 2024 @ 4:19pm 
I am unsure if that is from Harmony, the log feature is, but the debug window I think is Rimworld. Could be wrong, played with mods for so long I don't even remember what is Rimworld or a mod lol.
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.
MakeItSo  [author] 4 Dec, 2024 @ 1:27pm 
I meant the link you posted (a github gist) looks like a harmony in debug mode log - I don't look at those often haha.

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 :)
Wistala 4 Dec, 2024 @ 12:17pm 
Harmony debug from gist? The only harmony I got is the one from Steam Workshop, unless we are talking about two different mods.
Had no clue you could replace the exe with unity.
MakeItSo  [author] 3 Dec, 2024 @ 2:47pm 
I assume you mean with harmony debug from the gist, yes? I'm always running in RW dev mode (Unity .exe replaced) and haven't seen those errors myself. I'll check it out though, cheers
Wistala 3 Dec, 2024 @ 2:06pm 
Btw since you are having a fiddle with the factions for a toggle. I noticed these errors only pop up if Dev mode is active when you boot the game. It seems stuff still has a faction tag even if they do not need a techprint.
https://gist.github.com/HugsLibRecordKeeper/b3242fc08fbb97ec5f7dedf6990e2abf
MakeItSo  [author] 29 Nov, 2024 @ 8:32pm 
Looked into the toggle idea a bit and there might be a few things I can do, like a scrollable faction view or something similar. Need to do some experimenting though so it won't happen for a little while
Wistala 26 Nov, 2024 @ 8:58am 
Yeah I understand that. Hopefully the toggle won't cause incompatibilities.
MakeItSo  [author] 26 Nov, 2024 @ 3:37am 
@Wistala: I've had a few reports of this and I get it, just couldn't think of a lightweight way to implement it - making it a toggle-able option in settings seems like a good middle ground to start on. Lots of peeps use alternate tech tree mods so I don't want to do anything too invasive or I risk incompatibilities.
Wistala 25 Nov, 2024 @ 2:36pm 
Sounds wonderful if you could. Perhaps give the option to put the list somewhere else if people still want to check out which places sells them :)
Thank you.
MakeItSo  [author] 24 Nov, 2024 @ 6:33pm 
@Wistala: That's not a bad idea, I can probably put in a toggle setting that's lightweight.
Wistala 24 Nov, 2024 @ 2:58pm 
I like the idea of this mod, but would it be possible to add a toggle to remove the list of faction that has these tech print in the research? I also have a lot of faction and it's pushing down the tab that shows what you are researching for and due to the limitation, can't scroll down. So I have no clue what I am researching, lol. I do not use any research mods.
KaotiKBiscuit 10 Sep, 2024 @ 8:52am 
Thats unfortunate. Fair enough, thank you for the response. I really liked this mod before this issue so thank you! Hopefully the scroll function gets added to vanilla eventually but I wont count on it.
MakeItSo  [author] 10 Sep, 2024 @ 3:17am 
@KaotiKBiscuit: That's a limitation of the vanilla tech tree - looks like they didn't bother hooking up the scrolling function properly cuz they never had the issue lol. It shouldn't cause any issues except for looking a bit wonky AFAIK
KaotiKBiscuit 9 Sep, 2024 @ 5:47pm 
When I enable this mod and choose the tech options I want to have techprints, it causes the tech options to say 'Techprints are available from these factions via trade and quests' and proceeds to list every single faction (I have many factions from mods). I can no longer see what the research option does, other than the name. There is a scroll bar, but it doesnt actually scroll. Is this intended behavior for the normal amount of factions, or is this likely a compatibility issue?
Askesis 22 Aug, 2024 @ 1:42am 
Understood! Thank you for taking the time to consider it though :-) Looks like I'm out of luck just now.
MakeItSo  [author] 19 Aug, 2024 @ 4:57pm 
Should say it's very possible, just not something that fits with this mod :)
MakeItSo  [author] 19 Aug, 2024 @ 4:56pm 
@Askesis: Ah I understand what you're after now. Unfortunately that's a bit out of scope for this mod as it requires messing with pawn behaviour, which is a hotbed for bugs.
Askesis 19 Aug, 2024 @ 8:42am 
@MakeItSo
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).
MakeItSo  [author] 19 Aug, 2024 @ 5:52am 
@Askesis: Auto apply how? Not against adding it if its a small optional change.
Askesis 19 Aug, 2024 @ 5:25am 
Could you maybe add a function to auto apply techprints? I use Research Anything, and was thinking about posting that there but then like you said, this is fairly niche so might be better here.
MakeItSo  [author] 7 Jun, 2024 @ 6:16am 
@The Un-Gamer: I haven't seen problems with either of those mods before - are you still on 1.4?

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.