RimWorld

RimWorld

Immersive Technology Tree 2 [Abandoned]
 This topic has been pinned, so it's probably important
Sergkart  [developer] 5 Aug, 2022 @ 4:31am
For requests/suggestions
You can offer your technology dependencies.

A template of what it should look like:
"tech_name" from mod "Mod_name" must depend on "tech_name" from mod "Mod_name"
Also attach a link to the mod if it is not in the list of supported ones.

Please note that I will not add new technologies or patch items, only existing technologies will be accepted!
Last edited by Sergkart; 14 Nov, 2022 @ 5:23pm
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Showing 1-9 of 9 comments
Victor 15 Aug, 2022 @ 3:00pm 
Request - Vanilla Furniture Expanded - Art
- Too many research projects for stuff that are honestly irrelevant, like Statues, Artful Display, Monuments... I suggest bundling some together.
Request - Vanilla Genetics Expanded
- Bundling up a few projects would be useful for those who already know what everything does, maybe as an optional patch?
Request - Project RimFactory Revived
- Wooden and Steel stockpile crates are very performance friendly storage alternatives, but are locked behind Machining, it'd be great if they were medieval.
Request - Mountain Miner (Continued)
- Mountain Miner should depend on Deep Drilling,
Request - More Linkables
- Improved Cabinet must depend on VFE's Complex Furniture.
- Mechanic Cabinet must depend on VFE's Modern Furniture.
- Scientist Cabinet must depend on VFE's Spacer Furniture.
Request - Vanilla Psycasts Expanded
- Eltex Gear should depend on Complex Clothing
Request - Reinforced Mechanoids: Tyrikan-Line
- Vanometric Generator to depend on VFE - Power Advanced Power Sources
Tweak - Vanilla Furniture Expanded - Power
- Tidal generators are pretty much upgrades for the Watermill Generators, so it'd make sense if you had to know how to build the latter first.
- Nuclear Power Source is so OP it should require Advanced Power Sources, don't you think?Tweak - Vanilla Armour Expanded
- Take a look at the requirements for Trooper Armor and for Siegebreaker Armor, does that make sense to you?
- Merging Hazard Protection and Military Camouflage with Military Clothing
Tweak - Vanilla Weapons Expanded
- Trench Warfare shouldn't depend on Mortars, trenches and dummies should be Neolithic, and combat knifes, baton and shovels should be Medieval
- Merging Crossbow and Longbow, after all, the Longbow is better anyways, also, Compound Bow is so useless in Industrial it could be put in Medieval

I'm not sure if merging research defs were in your plans, but it shouldn't be too difficult to write an autopatcher, and that'd make the menu much less cluttered, but I'd totally understand if that's out of your scope, but I'll leave it here for future reference.
Sergkart  [developer] 16 Aug, 2022 @ 4:06am 
Originally posted by Victor:
Request - Project RimFactory Revived
- Wooden and Steel stockpile crates are very performance friendly storage alternatives, but are locked behind Machining, it'd be great if they were medieval.
Request - Mountain Miner (Continued)
- Mountain Miner should depend on Deep Drilling,
Request - More Linkables
- Improved Cabinet must depend on VFE's Complex Furniture.
- Mechanic Cabinet must depend on VFE's Modern Furniture.
- Scientist Cabinet must depend on VFE's Spacer Furniture.
Request - Reinforced Mechanoids: Tyrikan-Line
- Vanometric Generator to depend on VFE - Power Advanced Power Sources
Tweak - Vanilla Furniture Expanded - Power
- Tidal generators are pretty much upgrades for the Watermill Generators, so it'd make sense if you had to know how to build the latter first.
- Nuclear Power Source is so OP it should require Advanced Power Sources, don't you think?
Tweak - Vanilla Weapons Expanded
- Trench Warfare shouldn't depend on Mortars, trenches and dummies should be Neolithic, and combat knifes, baton and shovels should be Medieval

Made some of the requested changes.

Originally posted by Victor:
Request - Vanilla Psycasts Expanded
- Eltex Gear should depend on Complex Clothing

This has already been done by the developers of the mod.

Originally posted by Victor:
Tweak - Vanilla Weapons Expanded
- Merging Crossbow and Longbow, after all, the Longbow is better anyways, also, Compound Bow is so useless in Industrial it could be put in Medieval

The fact that they are useless is a matter of balance, not technology. I don't see the point in changing the tech level of bows or merging them.

Originally posted by Victor:
Tweak - Vanilla Armour Expanded
- Take a look at the requirements for Trooper Armor and for Siegebreaker Armor, does that make sense to you?

I don't see a problem. What is within the framework of the balance, what is the logic of existing technologies - armor is in its place.

------------------------

Regarding technology merging. I don’t think that I will do this, it’s very specific, maybe someday I will add such an opportunity, but not now.
daz_ian 20 Aug, 2022 @ 1:38pm 
The changes to trench warfare, to remove its prerequisites and bring it forward to the medieval era, should apply only if Vanilla Furniture Expanded - Security is not present.

If VFE - Security and Vanilla Weapons Expanded are both present, the trench warfare tech from VWE gets reused by VFE - Security to add some things which definitely shouldn't be medieval: Barbed wire and HMG Complex (a machine gun).

I'd suggest:

If VFE - Security is present and VWE is not: The relevant tech is VFES_TrenchWarfare; its prerequisites, as written by the VE team, are Mortars and GasOperation. I agree with Victor that VFES_TrenchWarfare should not depend on Mortars, but it should still depend on GasOperation.

If both VFE - Security and VWE are present: The relevant tech is VWE_TrenchWarfare. VWE_TrenchWarfare should similarly depend on GasOperation and not on Mortars. (As written by the VE team, it depends only on Mortars.)

Earlier Trenches (VFE - Security Patch) is available to bring trenches and platforms earlier in the tech tree (Complex Furniture).
Sergkart  [developer] 21 Aug, 2022 @ 2:29am 
Originally posted by daz_ian:
If VFE - Security is present and VWE is not: The relevant tech is VFES_TrenchWarfare; its prerequisites, as written by the VE team, are Mortars and GasOperation. I agree with Victor that VFES_TrenchWarfare should not depend on Mortars, but it should still depend on GasOperation.

If both VFE - Security and VWE are present: The relevant tech is VWE_TrenchWarfare. VWE_TrenchWarfare should similarly depend on GasOperation and not on Mortars. (As written by the VE team, it depends only on Mortars.)

Made. Now with VFES both technologies depend on "Gas operation" technology.
Olyndra 21 Jan, 2023 @ 6:18pm 
Can you integrate apothecary into the tech tree? I'd also like to have primitive workbenches, primitive floors, and primitive tools also be integrated. Another one I'd like integrated is the vegetable garden fabrics standalone mod. I think if the mod primitive workbenches is installed, the loom from vegetable garden fabrics should be moved to be after the loom from primitive workbenches (I think primitive workbenches already does this, but if you're changing around the research, that would probably be important to do). Fortifications neolithic and fertile fields would also be nice to have integrated.
Sergkart  [developer] 22 Jan, 2023 @ 1:29am 
Originally posted by Donoya:
Can you integrate apothecary into the tech tree? I'd also like to have primitive workbenches, primitive floors, and primitive tools also be integrated. Another one I'd like integrated is the vegetable garden fabrics standalone mod. I think if the mod primitive workbenches is installed, the loom from vegetable garden fabrics should be moved to be after the loom from primitive workbenches (I think primitive workbenches already does this, but if you're changing around the research, that would probably be important to do). Fortifications neolithic and fertile fields would also be nice to have integrated.

I can. But you must write which technologies should inherit from which. For this example: <Technology_Name> should depend on <Technology_Name>. I don't use the apothecary mod and don't want to dig into it trying to figure out what any technology does.
Olyndra 24 Jan, 2023 @ 3:46pm 
Actually never mind. I realized your mod doesn't touch too much of the early-game. I was thinking of research reinvented stepping stones.
Victor 22 Aug, 2023 @ 3:45pm 
One little thing: you made both the Wooden Crates and Steel Crates research from RimFactory as medieval, but the Steel one is a direct upgrade that currently does not require researching the Wooden one, could you change that?
PRF_SteelCrates must depend on PRF_Crates from Project RimFactory Revived
Last edited by Victor; 22 Aug, 2023 @ 3:47pm
Sergkart  [developer] 23 Aug, 2023 @ 1:12am 
Originally posted by Victor:
One little thing: you made both the Wooden Crates and Steel Crates research from RimFactory as medieval, but the Steel one is a direct upgrade that currently does not require researching the Wooden one, could you change that?
PRF_SteelCrates must depend on PRF_Crates from Project RimFactory Revived

The mod was abandoned due to the irrelevance of some patches. If I come back to this mod I will make these changes.
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