RimWorld

RimWorld

High Tech Laboratory Facilities
67 Comments
Mlie 21 Oct, 2018 @ 2:43am 
I made an update of this since I didnt want to wait anymore, you can use it until the original mod-author decides to update.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542048177
xxx_420_Bad_Boy [Wizard_Cum] 16 Oct, 2018 @ 2:42pm 
any chance of an update? :)
zmadz 2 Oct, 2018 @ 12:08pm 
Would love to see this updated for that extra space feel in labs that you get from it :) Keep up the good work Pravus, take your time o7
Wraith 27 Sep, 2018 @ 1:43am 
I really hope you can update, can't live without this mod. I tried to load it while it was out of date and it keeps resetting the mods.
GodMode 18 Sep, 2018 @ 4:29am 
I really hope that you are about to release a update soon.
Mallius 8 Sep, 2018 @ 11:09pm 
Rimworld does feel empty without this mod, if possible please an update. Or at least some hope? :steamhappy:
Maverick 8 Sep, 2018 @ 11:08pm 
update to A19, pls
Raith 5 Sep, 2018 @ 12:49pm 
when will you update this mod fam?
Zyzyx 5 Sep, 2018 @ 12:24pm 
Yeah it actually make my underground research facility feel like a research facility. Hope for v19 anyways thanks for work.
Moustik 3 Sep, 2018 @ 7:44am 
v19 pleaaaase :D
g0jira 2 Sep, 2018 @ 10:23am 
i agree with Medic, love this mod
Medic 1 Sep, 2018 @ 9:08am 
I really love this mod. It's great to have more futuristic things in the game. I would greatly appreciate it if you are able to update it. Thanks
The Stricken One 13 Aug, 2018 @ 7:12pm 
@Wellech u rit tho
Sentient_Worm 5 Aug, 2018 @ 6:42pm 
This mod will need an update from somone. Its not working with 1.0
Vellis 21 Jul, 2018 @ 1:01pm 
Cool but excessive to the list of jobs for RimWorlds.

Instead, it could be 'Glitterworld Expedition' world event
an 'Archotech Science Station' has revealed itself.

Instead of research and building the technology, and however Archotech is distributed to players in vanilla game, 'Archotech' would be more interesting to 'steal' rather than to 'construct yourself'.

To be honest... there's like zero mods that brings new world events.... Hmm

jus some thoughts breh
demonhunter352 22 Jan, 2018 @ 7:13am 
@Science Bear if a research item requires the Hi-Tech Research Bench, it can only be researched on the Hi-Tech Research Bench, not on the Laboratory Station or Research Terminal (which kinda defeats the purpose of having them be usable workbenches and not just passive boosts)
Science Bear 30 Dec, 2017 @ 9:47am 
My colonists aren't using the the extra research tables for research, i have 5 colonists idle and none of them take the only open terminal which is the only one not vanilla
Emilie Sackenball 18 Nov, 2017 @ 6:21pm 
@Pravus
Thanks for the quick response, I like to stick ever with the lastest versions of the game, but some of my favorite mods are too big and they will need time to update to a18.
Thanks again for the time you expend in this mod.
btw If I want to debug insta research an "expecific" tech, there it's an option for this like in the vanilla research tree?
Pravus  [author] 18 Nov, 2017 @ 6:15pm 
@Etherdreamer The changes I made to the mod's code to make it "compatable" with A18 consisted entirely of my fixing any formatting errors thrown by the in-game debugging log (consisting almost entirely of enforcement of new capitalization requirements) and changing the <targetVersion> property of the About.xml file. Running an A17 game with this mod shouldn't result in any adverse effects.
Emilie Sackenball 18 Nov, 2017 @ 6:02pm 
uggh updated to a18
We can have the a17 till more all our mods are updated as well? Please :steamsad:
Fuglypump 18 Nov, 2017 @ 1:39pm 
B18 update soon?
SmokeDragon 26 Sep, 2017 @ 2:22pm 
when this mod is combined with apparello2
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=728381322&searchtext=apparello
the Schematic cabinet (Addon for Hi tech research) ~ confers no research speed bonus and remains inactive.
this is not really your mods issue. but if anybody asks then this is why.
BlueTressym 12 Sep, 2017 @ 2:30am 
Hi. I seem to have run into the same problem as some other people have reported here. I built the hi-Tech Research bench, but I can't do research that says it needs that bench. I have no idea what to do, as quite a lot of things, and pretty all the advanced ones, need it.

I'm going to contact the author of ResearchPal as well, unless you and they have talked already?
Vassteel 22 Jul, 2017 @ 9:29pm 
its not really "that" big of an issue. but definately is annoying. i think its more of a research pal issue that an issue with this mod
Falco 20 Jul, 2017 @ 4:22pm 
Well then, must be a combination of mods that's causing it, I have like 50 or more mods so yeah.
Pravus  [author] 20 Jul, 2017 @ 4:17pm 
@Vassteel , @Corpsing , @Falconbunker I'm honestly at a loss as to what to tell you at this point. I even reperformed a full functionality test for the second time with only High Tech Laboratory Facilities and Research Pal activated and everything performed flawlessly during my tests.
Falco 19 Jul, 2017 @ 6:35pm 
Same problem as these people, the research pal mod doesn't recognize the high tech research as being a high tech research bench, I didn't see any error message.
Corpsing 15 Jul, 2017 @ 11:40am 
Issue with the Hi-Tech bench not being recognized once built.
Vassteel 11 Jul, 2017 @ 10:34pm 
im getting the same issue as Kolljak. research pal wont recognise me multianaliser or the hi tech bench so not sure if the issue is with research pal or this mod. tested it with only the two mods involved
Pravus  [author] 19 Jun, 2017 @ 9:15pm 
@Kolljak Not sure what you mean, Kolljak. The XML entry used for this mod's hi-tech research bench is directly based off the vanilla XML entry and already has <thingClass> set to "Building_ResearchBench." I even checked its compatability against Research Pal Mod myself and the two worked flawlessly together on my end.

Are you seeing some sort of error in your game? Can you further elaborate about the behavior and list any other mods you may be using concurrently?
Kolljak 17 Jun, 2017 @ 7:13am 
High tech research table needs subtype Building_ResearchBench to be compatable with the new Research Pal Mod it works but shows padlock and thows the cant research message because of missing subtype.
Daniel_USA 2 Jun, 2017 @ 11:39am 
My research table is way darker than the other laboratory objects. the research table is different but the coloring doesn't match the rest of the objects.
金槿花 2 Jun, 2017 @ 4:49am 
Coooooooool!
Omega13 27 May, 2017 @ 8:22pm 
It would be nice if one of these items gave some sort of repeatable buff or something that you could produce using the Research skill. I always feel a little sad when I don't have anything else to research and my lab just sits dusty and unused and all my researchers are out of a job.
lashtear 27 May, 2017 @ 6:14pm 
@pravus woot! These are essential for having a proper high tech lab :D
Pravus  [author] 26 May, 2017 @ 7:50pm 
@lashtear Thanks for the heads up! I fixed the error and have applied a hotfix.
lashtear 26 May, 2017 @ 4:48pm 
on A17: XML error: <commonality>0.01</commonality> doesn't correspond to any field in type ApparelProperties.
Toad 24 May, 2017 @ 7:16pm 
When will this e updated?
Bogrin 25 Apr, 2017 @ 7:13pm 
Compatible with pre-existing saves?
Huyderman 12 Apr, 2017 @ 4:55am 
I also had the bug with the multi-analyzer requiring jade. I got a fair amount of other mods, so it's probably a mod-conflict as noted. Seems like a restart or something fixed it though, because the multi-analyzer seems to have gotten built when I didn't pay attention even though I haven't gotten any jade.
branch? 31 Mar, 2017 @ 9:38pm 
Thank you for responding regardless!

I fixed it by restarting rimworld right after leaving this comment. It was a weird one-time glitch? Very bizarre. Thank you again!
Pravus  [author] 24 Mar, 2017 @ 5:20pm 
@branch? , @Gonflick Firstly, I want to apologise profusely for taking so long to respond. I have been exceptionally busy the past few weeks and had very little free time to look into your concerns until now.

That said, I have checked and rechecked the mod both at the code level as well as testing it in game and * have not * been able to recreate the issue you're reporting (the multi analyzer requiring jade for construction). I even went so far as to disable my local mod package then subscribe to this mod listing on Steam so that I could ensure no inconsistency existed between my local master copy and the current version posted here on Steam. No inconsistency was observed. (continued below)
Pravus  [author] 24 Mar, 2017 @ 5:20pm 
The only assumption I can make at this point as to why you have been experiencing this issue is that another mod that you have loaded concurrently with mine must be overwriting part of my mods code (this can happen if RimWorld loads a mod with overlapping code changes after mine in the initial loading sequence hence giving the mod loaded later in the sequence priority). Now, of course, this is just a guess on my part so without additional information I can't offer more than speculation. That said it might be possible to rectify the problem by removing or reordering the overwriting mod from your active mods within RimWorld's main mod menu. However its equally as likely that attempting either of these potential solutions may have no effect at best or corrupt your ongoing saves at worst. Sorry I couldn't be of more help!
Gonflick 6 Mar, 2017 @ 6:05pm 
honest love this app, i love the look and the feel, BUT i HATE what the multi analyzer takes jade now, VERY VERY ANGRY, thanks please fix
ViRuS 15 Feb, 2017 @ 11:14pm 
I was hoping to be able to use this mod as well, but unfortunately i'm getting the same issue as Xentor with the Comms Terminal and have had to disable to mod. I'm usign a pretty heavily modded playthrough though, so its not really a suprise that its conflicted with another mod somewhere. This mod does look good though, and wanted to say thanks anyway for the content.
branch? 13 Feb, 2017 @ 2:02pm 
The... multi-analyzer costs jade to make?
Pravus  [author] 1 Feb, 2017 @ 9:46pm 
@Xentor I double checked the mod on my own RimWorld client and could not reproduce the error you're experiencing. I can only assume you're receiving this error due to either a mod conflict or corrupted files.

I'd recommend unsubscribing from the mod on this page temporarily, navigating on your PC to "C:\Program Files\Steam\steamapps\workshop\content\294100" (or equivalent location) and deleting the folder named "841760538," then resubscribing to the mod here. That should force Steam to redownload the mod in its entirety and correct any potential file corruption.

If this does not correct the error you can try verifying the file integrity of your RimWorld install and/or turning all other mods concurrently in use off then, if the errant activity ceases, turning on your installed mods one-by-one and testing them alongside High Tech Laboratory Facilities until you find the conflict.

Sorry to hear of your troubles and I hope this post helps to correct your issue!
Xentor 1 Feb, 2017 @ 4:11am 
Object reference not set to an instance of an object
at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
at AlienRace.MenuMakerMapRestricted.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Xentor 1 Feb, 2017 @ 4:11am 
Hmmm seems the Communicationterminal works notmore. (It has no interaction menu more when you try use it). It creates an Error n the Devlog when you try to use it.
I can not post the Logfile entry here it is longer than the commentlimit.
Pravus  [author] 26 Jan, 2017 @ 10:33pm 
@Mysterius @Fenrok Actually, the problem is worse than that. Techs currently have an attribute <requiredResearchBuilding>. This attribute sets required buildables via entity name (in this case "HiTechResearchBench").

In layman's terms, any and all researchable techs would need to have the entity names "LabStation" and "LabTerminal" added to this attribute for RimWorld to recognise them as Hi Tech Research Benches (obviously this would mean any other mod that modifies or introduces new technologies would be incompatable unless they also added these entries).

Furthermore, I believe this attribute makes any and all entries set to it then be required to commence research. In other words techs with these entries added would likely require a Hi Tech Research Bench, a Laboratory Station, AND a Research Terminal in order to be researched.