RimWorld

RimWorld

PawnsChooseResearch
Cozar  [developer] 17 Sep, 2020 @ 8:41am
Put patch requests here
If there are any must-have mods with research that should be linked to a skill, feel free to let me know and I'll probably integrate it.
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Showing 1-15 of 37 comments
Veralin 18 Sep, 2020 @ 8:38am 
Rah's bionics, a dog said, and the rest of the EPOE bionics mods could probably be linked to
medical skill.. I personally use RBSE, but EPOE is one of the most subscribed mods on rimworld, so including it as it would probably be requested at some point anyways. Also, vanilla cooking expanded has a few sub mods, that has seperate research, unsure if thats included in the already integrated patch
There is also Rimworld:Altered Carbon, which adds a few traits, weapons, armor, and research along with those weapons. (I have no idea what could be done with some of the mods main research, but the weapon research is straightforward)
(edited, sep 24 Altered carbon turned out to have only one research, all the rest of the mod is raider/possibly trader only, this research was patched to work in the mod at some point, yet wasn't included in patch notes)
Last edited by Veralin; 24 Sep, 2020 @ 6:58pm
Cozar  [developer] 18 Sep, 2020 @ 11:47am 
Thanks. Patching is relatively simple (it just takes a def mod extension), so I'll probably get to all of those at some point. The good news is the bionic stuff is probably already partially integrated for transhumanist/body purist and as high-tech.

The vanilla cooking expanded expansions aren't integrated. I've been trying to decide between vanilla cooking, rimcuisine and VGP for my own play-throughs, which is why all of the base mods got included. I think Vanilla cooking is going to win out, so I'll probably end up doing those expansions too.
Veralin 19 Sep, 2020 @ 7:09pm 
Attempted to make a patch on my own, using the examples provided by existing patches in the patches folder, for the Backup power mod and Power switch mod, here is a link to the pastebin, if it actually works feel free to add it into the mod, if it doesn't, well, at least i made an attempt, and you can count this as a request for those mods to have a patch made https://pastebin.com/wAWEwQuv
https://pastebin.com/wQNTSxVR
Did the same thing for Salted Meat mod, that came out in the past day or so
Last edited by Veralin; 20 Sep, 2020 @ 8:28am
Cozar  [developer] 20 Sep, 2020 @ 5:46pm 
Thanks Veralin, they look right. I'll double check and put them in.
Veralin 20 Sep, 2020 @ 6:36pm 
Just made patches for Vanilla weapons expanded lasers, vanilla furniture expanded power and art modules, tomorrow i intend to blast through the rest of my load order, mostly cause i can do it myself fairly easily, its only time consuming and i can easily see myself using this mod long enough for this to be worthwhile... btw should i message you directly with pastebin links? this isn't exactly patch requests anymore https://pastebin.com/DCZSi8Qs
some of these patchs would do better with multiple skills attached but i haven't figured out how to do that yet, the backup power and power switch and the furniture expanded power module could use construction as well as crafting, some of art module could use crafting as well, like the rugs, just unsure how to patch them into multiple categories. Will try duplicate patch, only with different tech category
Last edited by Veralin; 20 Sep, 2020 @ 8:03pm
Cozar  [developer] 20 Sep, 2020 @ 8:45pm 
Thanks. You can patch double just by using both tags. E.g.,
<li Class="..."> <craftTech>1</craftTech> <artTech>1</artTech> </li>
\
No need to private message. I get notifications for the discussion thread and comments
Last edited by Cozar; 20 Sep, 2020 @ 8:46pm
Cozar  [developer] 20 Sep, 2020 @ 10:12pm 
Veralin - FYI I added crafting to Rugs. I also changed VFE - Power from crafting to construction, except for gas, which went to mining. That's more consistent with what I did in the base mod.

Construction contains most of the things on the map that can't be moved without deconstruction. However, I gave geothermal to mining because it is underground. Gas goes to mining for the same reason.
Veralin 21 Sep, 2020 @ 6:17am 
Updated patch for backup power and power switch, now include construction as well as crafting, and made patches for colony manager, vanilla weapons expanded quickdraw
Vanilla furniture expanded -spacer,security,production, and farming. Also vanilla armor expanded. https://pastebin.com/p0C1mrGd
also btw name isn't visenal, unless thats someone else
might want to go over security, was kinda messy cause it had a lot of different research, and going over files i see you had gun turrets under construction/crafting, i only spotted after i pasted patch over, i only have it construct
Last edited by Veralin; 21 Sep, 2020 @ 6:34am
Cozar  [developer] 21 Sep, 2020 @ 10:26am 
Sorry about the name. I fixed that and will take a look at the new patches tonight.
Veralin 21 Sep, 2020 @ 6:07pm 
btw in vanilla expanded other patch, you have crafTech for rugs, not full craftTech, might cause issue
Veralin 22 Sep, 2020 @ 9:11am 
Changed vanilla furniture expanded security gun turret techs from construction (exception for concealed security tech, kept construction because it has barriers as well) to crafting, because main mod gun turret tech is only crafting and ranged, not construction. Its a much cleaner patch now. https://pastebin.com/6cRb0FWb
Cozar  [developer] 22 Sep, 2020 @ 9:39am 
Thanks Veralin, they are all in there now. I tried to temporarily subscribe to them all and do a load test, but if I missed anything and you get errors, let me know.
Veralin 22 Sep, 2020 @ 11:13am 
just noticed on going through vanilla expanded security page that trench warfare does not actually add melee weapons, instead it adds a entrenched machine gun, the research description implied that it included close range weaponry, which i assumed meant melee weapons.. It meant barbed wire, not an actual melee weapon, so changed melee to construction and added ranged for the machine gun complex, (up to you if you want crafting as well for machine gun) left in mining for the trench itself, which is just a hole dug into the ground to hide in. mod also includes a decoy that raiders will shoot at, probably covered by construction.
(Trench warfare research description) Adapt a trench warfare doctrine with a selection of weapons for close-quarters combat, as well as the ability to dig trenches
https://pastebin.com/g8K7UzhB
Siege equipment research should be swapped back to gun turret techs, appears to add ballista/catapult as manned medieval turret/mortars and nothing else, so fits the same skills as the other turret/gun techs. (nice catch on me accidently removing repulsor tech btw, definately belongs with construction where it is)
Last edited by Veralin; 22 Sep, 2020 @ 2:50pm
Cozar  [developer] 22 Sep, 2020 @ 1:15pm 
Nice catch on the trench warfare. Vanilla Expanded actually has two trench warfare techs. One of them does actually add melee stuff. They must have copied the description when they made the security version.

My head told me medieval siege engines fit as construction since they are monstrosities of timber, but I'm not married to the idea. Perhaps I should do both construction and ranged? One for consistency and the other for flavor?
Veralin 22 Sep, 2020 @ 1:18pm 
If siege engines go for construction, the other big turrets probably should as well, they are just as large and probably much more complicated, i can see it making sense though having both, tho higher tech big turrets should still include crafting for complexity.. though i guess it could make sense having construction rather than crafting because it might not have lots of small parts like smaller turrets? its also a much bigger project to build them, like building a shed or something but filled with machinery rather than tools
so, pretty much end question, add construction and ranged to siege engines, as well as large turrets, the 2x2 kinds, maybe keeping the existing crafting skill tech for the industrial tech and up turrets, I could see pawns interested in crafting not being super interested in massive war machines which these big turrets pretty much are, though crafting skill would be needed to actually build/design them... so pretty much could go either way, in my mind this mod makes me think about what the pawns find interesting, rather than what the skill can actually be used for.. so actually siege engines and big turrets probably fit construction better than crafting.. while smaller turrets and smaller emplacements should stay crafting.. crafting brings to mind small projects, while construction brings to mind entire structures rather than a little stand with a gun attached to it, which is what a gun turret pretty much is

Sorry for the big wall of text, was pretty much thinking as i typed and new things kept popping out
Last edited by Veralin; 22 Sep, 2020 @ 1:41pm
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