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and to prepare for adding mod settings (Only 1.6 get settings).
If you run into errors, let me know. Remember to re-sub the mod.
Also added patch support for the mod: More Multi-Analyzers
@loklan
not sure if it makes more sense to have it in this mod or the other, but either way, pls feel free to add it in and thanks again for this perfectly designed mod!
First of all, I love the mod, it makes research super interesting, combined with Research Reinvented it is a perfect combo.
In general I found the balance to be very on point in everything, the only thing that is making me struggle way too much is the gold for the Analyzer Data. That's a super rare ore, no one sells it, rarely found, dismantling mechs doesn't give it. So it is kind of a "blocking" experience. Even Plasteel is easier to find.
Other than that, I have been using it since 1.4 I keep loving it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3523976238
Yes i patch, that, but will not remove it now, as im planing on making settings for the mod at some point. and will not update it at the moment.
So go into the mod files. under the patch files, find Building-Mods open it and remove all this.
<li Class="PatchOperationConditional">
<xpath>Defs/ThingDef[defName="RR_ThinkingSpot"]/comps/li[@Class="CompProperties_AffectedByFacilities"]</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="RR_ThinkingSpot"]/comps</xpath>
<value>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities />
</li>
</value>
</nomatch>
</li>
And it works normal.
The research spot from RR-SS, requires fuel from this mod. I don't think that's on their end
If so i have not patched that to use research papers.
And if it is the Reinvented-Stepping Stones that do it, its then who need to patch it :)
Is it possible to patch Research Reinvented-Stepping Stones so the spot does not use fuel but is limited to the level of which research desks are unlocked where that natural transition to fuelled desks via research papers takes place?
Reinvented just make use og the data/fuel system added by this also :)
But with that said i would love yo have some options for it as some point, but it requires C# and i can't do that sadly.
Think i found it and fixed it :) Let me know.
Config error in MetallicResearchSamples: has costStuffCount but no stuffCategories.
Got both of these while bug fixing for 1.6, don't know what else they're linked to
Let me know if there are any problems.
But it will take a bit of time before i get around to add it as im working on something else at the moment.
And will have to look at the mods code before i know if i can add that or just add papers to it :)
laboratory station (90%)
research terminal (65%)
Both of these mods add the exact same buildings.
High Tech Laboratory Facilities (Continued):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542048177
Hospitals Extended
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2121326566
Problem is, the terminal especially is much slower than hi-tech, so it might not even be worth wasting Data on it over just building another hi-tech bench, so I was was thinking maybe patch laboratory station to use Data, and research terminal to use Papers. 10% less research speed than the equivalent benches, but +10% linkable bonus to hi-tech would make up for it and still work well as auxiliary benches. What do you think?
Research Data Theory use the "Custom Ritual Framework" mod to spawn papers.
Its an old problem that should have been fixed.
So check if your mod "Custom Ritual Framework" id up to date.
If it is plz. go in there and post the problem :)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2561617361
I've got a perfectly-good lab, with plenty of open space, and it chooses to spawn the papers 100 cells away in an unexplored cave (I'm in a mountain).
Heck, I've got the research bench in the middle of the room, no obstructions on any side, and it still spawns the papers on the other side of the room on top of some furniture.
Maybe you can look at the logic for that, if you have control over it? At least make it try to spawn on the main pawn doing the ritual, instead of on the table itself?
And sliders mod options requires som C# i can't do sadly.
Also I wonder if you're thinking to add more evolution about make it "more teachy" as your tech level improves, the research methodology should improve?
But the idea is that all use different skills, and for the fabric, it only requires you to have a pawn with 2 in animal to make 1 at a time.
Just my two cents.
Yah it use the fuel system so if you lower the research speed the use of data needed will be the same.
Yah it only requires "fuel" on benches etc. if you add a mod that add research spot it will not, and its choice i made at normally research spots have way lower research speed.
research benches use fuel which is crafted with basic materials
depending on the tech level?
And the fuel use happens regardless of the research speed
or skill of the pawn doing it?
So if i set the research speed to 5% in the story teller
i will need 20 times the amout of data for a given research.
However there seems to only be one type of Sample Bench
for everything.
Im not seeing any way to make them at say a crafting spot
or something similary low tech. Is that correct?
Never used Medieval Overhaul, but can put it on the ToDo list ans take a look at it, but will not be right now as i do have a lot to do :)
What research spot?
From what i know there are only a research spot in their trible mod unless they added new stuff.
And that on porpus i have not added it at it only reaesrch at 25% speed.