RimWorld

RimWorld

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Researchable Stat Upgrades Rewritten
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Mod, 1.4, 1.5
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14.335 MB
9 sep, 2021 @ 10:11
19 mar, 2024 @ 12:05
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Researchable Stat Upgrades Rewritten

I 1 samling av kd8lvt
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Beskrivning
Announcement: 1.6 and the future of my projects
As y'all know, I haven't had a ton of time or motivation to work on my mods. Math is a mess of my fixes on top of Duck's old code, RSU:R has always been pretty janky, and No Caves... well NC is fine, actually. No real complaints there.

As of 1.6, I'm dropping active support for my mods.

This is mostly a time thing; life is busy around here, and while I'm at least able to hop on my PC and play games semi-regularly, I just don't have the gusto to dig in to buggy messes like I used to haha.

I give full permission to anyone brave enough to pick up where I left off to do so - in fact, if you need me to explain anything in the code, just poke me on Discord and I'll do my best.

Maybe one day in the future I'll completely rewrite Math from the ground up, but RSU:R is a nightmare to work on, having now gone through four maintainers, by my count. No Caves, at least, should work in any version, regardless of base-game changes, unless Ludeon decide to completely refactor map generation.

Thanks for using my jank all this time, y'all! I appreciate your endless patience with me, and I apologize for not paying it back in the end <3
-Kd

Reupload/Rewrite of SS Researchable Stat Upgrades for 1.4

I'll be maintaining this where I can for as long as I can - AKA as long as I stay interested in RimWorld modding. -kd8lvt

REQUIRES XML EXTENSIONS!

Major Updates for 1.4:
> Initial stages of the rewrite are complete. Will be working more on it in the coming weeks.
> Fixed compatibility with Better Ground Penetrating Scanners!
> Some pretty major (hopefully) performance improvements
> ResearchDependentStatDefs can now handle buildings MUCH easier

Major Updates for 1.3:
> Ideology Slaves do not get Combat-related bonuses
> Mod Config

If you encounter any bugs, please send me your HugsLib log through pastebin/gist/etc, as I can't do anything without it. If you can't get HugsLib to export a log for any reason, the Player.log will also work.

Github Repo: https://github.com/kd8lvt/researchablestatupgrades

Adds stat upgrades that can be researched.

====STATS SHOWCASE====
TIERED
Mining: Improves mining speed. Included Pneumatic Picks research back from Alpha 12 for nostalgia.
Growing: Improves harvest speed and harvest success chance.
Building: Improves construction speed and construct success chance.
Animals: Improves animal gather speed and animal gather chance.
Productivity: Improves move speed and global work speed. Also a repeatable research at the end of the tree
v.1.0
Combat: (courtesy of Swenzi) Improves various stats in combat. (Daniel_USA you were just a bit too late :P)
Medical research: (Courtesy of KingSihv) Improves medical operation speed, quality and success chance.

SINGLE
Nutrient Resynthesis: Nutrient paste dispenser uses 33% less resources. 1000 research points. Also back from Alpha 12
Gun turret cooldown: Gun turrets fire shots in bursts of 4 instead of 3. Also back from Alpha 12
v.1.0
Nutrient flavoring: (name from rageage001) reduces mood debuff of eating mutrient paste meal from -4 to -2.
Psychology: (Courtesy of KingSihv) Prisoner recruit chance increased by 15%
v.2.0
Scanner Efficiency: (Courtesy of KingSihv) long-range mineral scanner takes 50% less time to detect new resource but can appear over wider area
Meat Cut Charts: (Courtesy of KingSihv) more meat yield per animal

FAQ
Does this require a new save/colony/world/game/map/thing/stuff/computer/universe to use? No
Can I suggest something? You see the empty spaces in the research tree? Fill them. (Yes)
I've found a bug, what do I do? Tell me how you got to the bug, post a screenshot, and backup your save file because I might ask for it
Do you have the stats in detail? Get the mod, you don't need to do anything, just enter the research screen. If I put it here it might not be up-to-date
My items keep truncating, and it's really annoying what do I do? Right now the solution is to put Researchable Stat Upgrades higher up in the modlist (Thanks Hinanawi-sama). If that doesnt work join in the bug discussions!

Just a few tips on how to make ideas:
1. Does this really work as a research? Maybe your idea is better to be a special item or a special building, instead of a stat upgrade.
2. Think up of an ideal cost/tech level of your research
3. Think up of a nice name!
4. Where would it go in the research tree?
5. That tree is getting rather full, which means short but sweet researches probably have a higher chance of getting in!
Populära diskussioner Visa alla (1)
52
10 jul @ 16:52
KLISTRAD: Bug Reports
kd8lvt
239 kommentarer
Latex Santa 11 okt @ 12:50 
@Mlie
Thanks a lot! Maybe this version won't have problems like stated below by user Guilliman.
Mlie 11 okt @ 12:48 
danzloblaha13 27 sep @ 18:02 
.. like 30min ago bought odyssey, i untill now played 1.4 lasted just due to amazing mods and people who make them thx
Harry_Robinson1 6 aug @ 10:12 
I really hope this gets a proper rewrite someday! This was an amazing mod and I miss it, I haven't been able to use it since 1.3 as it always gives me errors.
Latex Santa 3 aug @ 13:03 
Someone please let Mlie know that he's got another orphan mod to adopt.
Guilliman 19 jul @ 2:51 
fyi everyone: technically still works but causes huge slowdowns in job tick rate. Disabled and my colony went back to a tickrate of 250-300 where with the mod it was constantly around 90-150 tick rate
Morrneyo 14 jul @ 4:42 
It's sad to see this mod is no longer maintained. It was one of my favorite mods.
Wrekter 12 jul @ 13:11 
@legoholic that is from vanilla, there's a hard-cap on yields and whatnot. You need a mod like un-limited reborn, to surpass those hard-caps and get over 100%
legoholic 12 jul @ 12:42 
This mod appears to function *partially* in 1.6 as is (tested with no mods except Harmony, HugsLib, and XML Extensions running).

Stat increases such as move speed/work speed do increase, however amounts of food gathered/resources mined/etc can only increase to a certain limit (which I have not been able to determine). For example, increasing mining yield to several hundred times the normal amount only lets you mine a max of 75 steel, no matter how much you repeat the research. Similarly I could only harvest about 20 potatoes from a single plant no matter what.

The mod is still very usable as-is, but I recommend user not research the repeatable techs more than 10x (which is probably excessive anyway).
legoholic 12 jul @ 12:38 
Previous comment deleted as I did some more testing, will re-post above this comment.

Thanks for your work on this mod, I've been using it forever and have considered it a critical part of my gameplay for a long time. Take care!