RimWorld

RimWorld

GonDragon's Tech Tree
42 Comments
GonDragon  [author] 3 hours ago 
@Rime Pendragon: Sorry, but no. I'm going to redo the whole tree again for 1.6, and I will include a few of the mods you mention it, but not all of them (only the ones I want to use in my playtrough). So I suggest you to check the description of the mod this one depends upon (Tech Tree Patch Framework) that explains how could you reorganize your tree using dev mode.
Rime Pendragon 4 hours ago 
Can I request support for some mods ?
Alpha Crafts
Vanilla Cooking Expanded - Haute
Vanilla Factions Expanded - Medieval 2
Alpha Bees
Alpha Mechs
Medicines+
RT Fuse
GonDragon  [author] 3 Jul @ 9:19am 
@Massattack52: Albeit it may be a little bit outdated now, and may require to move a few things around... However, when the new DLC comes out, I'll probably start a new game with a lighter modlist, and I'll update this accordingly.
Massattack52 2 Jul @ 4:10pm 
Haven't used it yet but conceptually this beats out other tech trees in terms of sheer convenience and adhering to the original tech tree style. Well done, gonna install it rn.
BottledDew 6 May @ 10:55pm 
Ok no worries. I didn't post modlist because there's 450+ mods so it'd be basically pointless
GonDragon  [author] 6 May @ 8:45pm 
@BottledDew: It seems like some mod (maybe one from Ferny) group things in general research categories, and those are not reordered by this mod, making everything look like a mess. I want to say that I'll check it this weekend, but that's something I been saying for a month now... So, I'll just say that I'll look at it when find the time... meanwhile, check the description of my other mod "Tech Tree Patch Framework", it says how can you manually rearrange your own tree to clean up the mess.
BottledDew 3 May @ 4:03am 
Hello, is there a setting or conflict i missed cus my research looks like this. (the tabs at the top) https://imgur.com/YYvqH2k
Inglix 22 Apr @ 1:23pm 
No worries. I've already fixed it for myself locally but I figured there was a chance you didn't know about the additions to that mod.
GonDragon  [author] 22 Apr @ 10:57am 
I'll try to look at everything this weekend. No promises, though.
Inglix 21 Apr @ 9:00pm 
@GonDragon - Looks like there are a few storage buildings added in Phaneron's Basic Storage which are throwing errors on startup due to the removal of the BasicStorage research project. I believe these four are recent additions and not currently handled by your patching:

BasicStorageFoodCupboard
BasicStorageMealStorage
BasicStorageMeatHook
BasicStorageWeaponRack
Sheriff Rosco 26 Mar @ 12:10am 
Awesome mod, I don't really like the changes made to research by other mods so your research layout is great. I did notice a few things though in case you want to fix them:

VFE Medieval 2's techs are not sorted (not surprising since it's a recent release) but they have fairly straightforward categorizations you can make.

Sushi Making (from Ferny's Progression: Kitchen) is in the "Main" category and not "nutrition."

This one is more personal preference so I don't know if you would care to add it, but I would change the "Vehicles" category from VVE to be "Transportation" and add in transport pods and the spaceship techs to that category. Also I would reorganize the vehicle techs layout as all of the tier three techs are in a horizontal line which means you have to scroll, when they should probably be vertical.

I've fixed this on my personal save, I just thought you might want to know about them.
Deth-XIII 15 Mar @ 9:00pm 
@GonDragon sorry for the late reply, works as intended now, thanks a lot
GonDragon  [author] 8 Mar @ 6:55am 
@Deth-XIII: I'm still breathing... for now. Fixed, I just removed the check for the mod VFE Classic, it seems the change their name from "Classic" to "Classical"... Now, if you have the patch enabled and yo do not have that mod, you will get some red errors when you open the game... however, you shouldn't have the patch enabled for that mod if you don't have it ¯\_(ツ)_/¯
Deth-XIII 7 Mar @ 9:14pm 
doubt the mod author is still alive but
I applied the VFE patch to reduce research costs on the mod menu but the original values are still there
GonDragon  [author] 19 Nov, 2024 @ 1:49pm 
@Blacklist897: It is finally updated for 1.5? Great! I will check it this weekend.
Blacklist897 19 Nov, 2024 @ 1:28pm 
Has this mod got a patch for the new update of altered carbon
GonDragon  [author] 6 Nov, 2024 @ 4:54pm 
@Space Cowboy: If it doesn't have many research projects, you can do it yourself in dev mode. Just enter dev mode and click on the "edit" toggle at the top-right of the research tree. Once editing is enabled, you can drag and drop research projects to where you want them. There's also a button to move projects between tabs (check out the pictures in the Tech Tree Patch Framework mod). Once everything is in place, just click on "Save Changes" to save the new positions.
Space Cowboy 6 Nov, 2024 @ 5:46am 
please add gene ripper support!
GonDragon  [author] 29 Oct, 2024 @ 3:40am 
@UyTheo: Yes. It does not work with stepping stones, tho.
UyTheo 28 Oct, 2024 @ 8:45pm 
Does this work with research reinvented?
GonDragon  [author] 19 Oct, 2024 @ 9:33am 
@Tostadagamer: Done. And remember that, with Dev Mode, you can move any project you want between tabs and save it's position for your game.
Tostadagamer 19 Oct, 2024 @ 9:06am 
Could you please add support for Medical Dissection ?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1328216966
Ontario 26 Sep, 2024 @ 2:03pm 
Thank you for the good work, you did something paid developers couldn't achieve!
GonDragon  [author] 15 Sep, 2024 @ 5:55pm 
Small update with patches for storage mods.
CrackaJack 12 Sep, 2024 @ 11:35am 
theyre like the thumpers in dune
CrackaJack 12 Sep, 2024 @ 11:35am 
yeah, theyre machines but funny is this: in game they dont even require power
GonDragon  [author] 12 Sep, 2024 @ 11:21am 
@CrackaJack: I don't think that you should be able to build an electric machine without knowing how electricity works, even If you have alternative ways to make power...

@Electriq: Cool! I'll add those in the next update, later today.
Electriq 12 Sep, 2024 @ 3:12am 
@GonDragon Done! Here's the link to pastebin with Erin's Japanese Cuisine moved to Nutrition tab: https://pastebin.com/RefjHj5n

I also made another patch in pastebin (different link) for a mod Non-Lethal Extra, so if you want to add that too, feel free, link: https://pastebin.com/M4v4LBxX

Also, previous update fixed the trench warfare so thank you for that!
CrackaJack 11 Sep, 2024 @ 7:13pm 
im talking about the research if that wasnt clear :P
CrackaJack 11 Sep, 2024 @ 7:12pm 
another one: removing electricity requirement for the vfe insectoid 2 thumpers- since u can already build power generating little hive buildings, might aswell give them a purpose in powering those thumpers
CrackaJack 11 Sep, 2024 @ 3:56pm 
i guess you want to keep this touching research only, but its only copy pasting 3 lines of xml for 5 weapons :P
GonDragon  [author] 11 Sep, 2024 @ 3:49pm 
Updated.
GonDragon  [author] 11 Sep, 2024 @ 3:21pm 
@Electriq: If you want, you can change the position and tab of that mod in Devmode, and then click the button "Copy Patch". The using pastebin.com send me that patch, I'll add it as a Community Made patch. About the Trench Warfare, that is strange... Try moving this mod a little bit lower on your modlist, maybe there is another mod overwriting the changes.

@Ontario: Fixed on a update I'll upload in a few minutes. It seems that the "mods" in the patch operation "findMod" acts as an OR instead of an AND...

@CrackaJack: That sounds reasonable, but is a little bit out of the scope of this mod, as I should not only edit the project, but also the crafting recipes.
CrackaJack 11 Sep, 2024 @ 3:08pm 
suggestion: change fve frontier weapons to be crafted at the smithy instead of machining table
Ontario 11 Sep, 2024 @ 11:18am 
Got this error on a startup

Could not resolve cross-reference to Verse.ResearchProjectDef named VFEC_Scorpion (wanter=prerequisites)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)

https://gist.github.com/HugsLibRecordKeeper/2db34d3d525cde329fe40c4bff5b2af8
Electriq 11 Sep, 2024 @ 8:27am 
Amazing mod, thank you! Would love to see support for Erin's Japanese Cuisine! And perhaps this is a bug, but I still see Trench warfare tech in a Vanilla Expanded tab (with nothing else in it), so I assume it is meant to be in Warfare tab?
[The] Force 10 Sep, 2024 @ 8:45pm 
Welp, time to replace my standard and try this out for awhile
GonDragon  [author] 10 Sep, 2024 @ 8:02pm 
Well, I already made the Vanilla Faction Expanded cost nerf an optional feature. I still need to finish a few changes in some patches, so I'll try to post the update tomorrow.
CrackaJack 10 Sep, 2024 @ 10:13am 
btw, u nailed it with this mod
GonDragon  [author] 10 Sep, 2024 @ 3:50am 
@ferny: I guess I could make that an optional patch through settings. I'll take a look at it this afternoon.
ferny 10 Sep, 2024 @ 12:07am 
This is awesome. Could you make your VFE Clasical changes a seperate mod? The high research costs are to incentivize the player to gain the intelligence from the senators. I think that is more of a playstyle type patch and should be its own thing. If that was out I would consider adding this to my modpack as this looks fantastic
CrackaJack 9 Sep, 2024 @ 8:00pm 
trying this for sure