RimWorld

RimWorld

Ferret's Culture unlocks all other research
23 Comments
lol 27 Apr, 2024 @ 12:05am 
A well-established alternative is Research Reinvented: Stepping Stones
Ferret With A Cat Hat  [author] 15 Apr, 2024 @ 8:16am 
@Marty in the multyvers
Updating it would change literally one number lmao. It should work fine since it doesn't have any C# code. If i can be bothered i'll go change that number from 1.4 to 1.4 and 1.5.
Marty in the multyvers 14 Apr, 2024 @ 11:32am 
1.5?
Tye-Wynd 4 Jan, 2024 @ 5:02pm 
im so cultured I can build a m4 abrams in my wooden house with my no clothes and no weapons
The Gaming Archaeologist 17 Dec, 2023 @ 6:02pm 
Damn, wish I started my game with this as it was so annoying being unable to build the research desk, which I'm not finding the speed isn't too good on it anyway...
Galdor of Nihelm 7 Dec, 2023 @ 12:16am 
@Chaos234 its Vanilla Faction Expanded: Tribals
Chaos234 4 Dec, 2023 @ 6:03pm 
@Ferret With A Cat Hat

What is VFE:T? I can't find any mod named this :confused:
tanitanino 27 Nov, 2023 @ 9:13pm 
Like this one so far, we'll see how well it works down the line. Thanks!
Bunuffin 16 Nov, 2023 @ 1:05pm 
oooh that makes sense... Thanks!

This may fix a lot of crap indeed
Ferret With A Cat Hat  [author] 16 Nov, 2023 @ 1:03pm 
@Bunuffin

So RR:SS was made before VFE:T It has a different progression early game and also changes industrial a bit.
VFE:T also has a similar early game progression change, but has a unique feature where standard research just doesn't exist so a special ritual must be done instead.
This mod, an addon to VFE:T, simply makes every research project be either directly or indirectly dependant on the final project from VFE:T, to patch up any empty holes and any cases for if a player gets a research bench too early on.
Bunuffin 16 Nov, 2023 @ 12:58pm 
i'm stupid and don't understand the difference between this mod and research reinvented stepping stones... Anyone want's to clarify?
CrackaJack 14 Nov, 2023 @ 2:04pm 
aah, ok that doesnt make it less cool tho
Ferret With A Cat Hat  [author] 14 Nov, 2023 @ 12:45pm 
@crackajack there is literally one patch

```xml
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationAdd"> <!-- Add culture as prerequisites -->
<xpath>Defs/ResearchProjectDef[not(prerequisites) and not(defName="VFET_Fire")]</xpath>
<value>
<prerequisites><li>VFET_Culture</li></prerequisites>
</value>
</Operation>
</Patch>
```

Translation: Checks every project that has no prerequisites and is not fire, adds the prerequisite.

This patch (with your current modlist) ran 36 times.
TurtleShroom 14 Nov, 2023 @ 12:43pm 
@Crackajack

You can do it with two Patches. First, check if X has Research Prerequisites. If it doesn't, add that bracket to X with the "NOMATCH" command. Then, add the VFE Tribal Mod's Culture research to that.

It would flood the Culture Research Project Def with every Research Project Def loaded in the game, but it would completely do its job. If there is a given Research Project Def that shouldn't need the Culture, but would rather have, say, the Fire, use "PATCHOPERATIONREPLACE" and do that.
CrackaJack 14 Nov, 2023 @ 12:17pm 
i checked, 36 patches xD "simple" huh?
Ferret With A Cat Hat  [author] 14 Nov, 2023 @ 11:49am 
@TurtleShroom got that fixed, thanks
CrackaJack 14 Nov, 2023 @ 11:36am 
u sure it was simple, tho?
TurtleShroom 14 Nov, 2023 @ 10:00am 
It's a darn shame that Oskar was too lazy to get this implemented. It's so simple, and so obvious!

(You also forgot to set the Vanilla Factions Expanded Tribal Mod as a Dependency listed in the Workshop Mod's side bar.)
Narada 14 Nov, 2023 @ 2:56am 
was wondering what Ferret's Culture was for a min lol
Lyn the Cookie 13 Nov, 2023 @ 5:09pm 
Based and ferret-pilled
CrackaJack 13 Nov, 2023 @ 3:36pm 
<3
HitokiriChocobo 13 Nov, 2023 @ 3:35pm 
W mod
turkler 13 Nov, 2023 @ 3:23pm 
great mod thank you