RimWorld

RimWorld

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Researchable Stat Upgrades (Continued)
   
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Researchable Stat Upgrades (Continued)

I 1 samling av Mlie
Mlie's resurrected mods
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Update of Spdskatr,firefoxpdm,Mlie,kd8lvts mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2597460077



[discord.gg]
[github.com]



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!


  • See if the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
21 kommentarer
Dan Shu 19 timmar sedan 
@Mlie I'll test it out, I'm fairly sure I understand what they're saying.
The only solution off the top of my head would be to put in a cap on the mod and separate the steps into long branches of research with individual steps, which makes it into an entirely different mod achieving the same result but with a finite limit
Mlie  [skapare] 16 okt @ 3:00 
@Forte Thanks!
I have no idea, I have never played with the mod but if there are issues then I hope users will report them here.
Forte 16 okt @ 2:41 
@Mlie I was also confused, so I asked ChatGPT to correct their spelling and grammar.

They're asking if the repeatable research will get to a point where the research point cost is infinite and unable to be completed without an AI Persona Core. They are asking because, apparently the original mod author was unable to fix it.
Mlie  [skapare] 15 okt @ 5:17 
@mashtong54 Sorry, I dont understand you
mashtong54 15 okt @ 4:07 
thats the qestion im assking bescue thats the bug i seen in this mod fora long time that the orgnal mod aouther got stumped by a long time ago.
mashtong54 15 okt @ 4:06 
work seed and proctive reapbalte reasrch i mean its the resrch pont inifty bug fixed or is thata game code ahrd limit issue and still reqres ai sub reascrh prosna cores still.
mashtong54 15 okt @ 4:03 
the quest is whne you do the repeateble stait resrach speed and prodovty reserch after a few times the amonut of resarch pnots gets so high that it starts to read as inifty and bacly reqres sub ai resarch prosna cores to finish after a pont. and i'm asking if you have fixed that tpye of bug or not or do we still need to use sub ai resarch prosna cores do it it being a in game engine limit or soemthing like that. i'm tryong to make the qestion as easyly reable as i can.
Mlie  [skapare] 15 okt @ 3:43 
@mashtong54 I dont understand the question.
mashtong54 15 okt @ 3:31 
also did you revoe the bug thast whne reasr pont get above some amonut they force you to use sub porsna resahrch cores yet? but onhter then that ther esoulhd be no other bugs. but that bug i think isa game limit and not a atcal bug however. but good to know this mod is back
Skogshuggaren 14 okt @ 11:31 
Mlie I love you, thank you for literally carrying the entirety of rimworld's workshop on your toned, chiseled back. A modern day atlas you are