边缘世界 RimWorld

边缘世界 RimWorld

[D] Techprinting
87 条留言
Thundercraft 2024 年 3 月 19 日 上午 8:39 
Any chance of an update?
marshmellowtree28 2022 年 7 月 28 日 上午 2:10 
Worked quite well and was cool until I had to go through 50 mods to find it was this one that caused me not to be able to manually equip my pawns anymore
Reprogrammed Automaton 2021 年 8 月 1 日 下午 3:52 
Reianor 2021 年 7 月 28 日 上午 1:07 
@Jiopaba
Thanks for the link.
This mod got me thinking "I want something like that" and you linked to exactly the kind of mod I wanted.
Jiopaba 2021 年 7 月 23 日 上午 5:50 
For anyone still hoping for an official 1.3 update, you should know that Dametri kind of came in, hit us with a bunch of code, and then vanished like a ghost in the night. If they show up again that'd be awesome, but for now I'd recommend checking out some of the cool alternative mods that exist, since this one was never super popular and likely to get a fan update.

The below mod adds the ability to destructively research things for progress towards a related research project, and also loot blueprints you can study to get research progress for random stuff. Fills a very similar niche.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2010527094
Vinlic 2021 年 7 月 22 日 上午 10:50 
anyone know if this still works in 1.3?
Tommy Gray x Land Raider 2021 年 7 月 20 日 下午 1:42 
update for 1.3 plz
Kelowna 2021 年 1 月 7 日 上午 6:39 
I am unable to make healing factor tech shards out of my healing enhancers and coagulators, is this a bug or am I just missing something?
WolF8RocK 2020 年 9 月 28 日 上午 3:23 
@Dametri Hello, I made a translation of the mod into Russian.
Please add it
https://drive.google.com/file/d/1X6kfdnYDiW21dMMnjkBEYuPkffdnQurK/view?usp=sharing
Jiopaba 2020 年 9 月 4 日 下午 6:09 
Hi Dametri. I haven't been able to find a GitHub for this mod, so I wanted to drop by and offer the suggestion that your new WorkTypeDef (Techprinting) needs the "AllWork" tag added to it.

For whatever reason, instead of defining Bedrest and Patient as "NotWork", every single WorkTypeDef in the base game (and now mods as well) will require the AllWork tag. Without that tag, "lazy" guests who refuse to do work will still do your new custom job even though they're not supposed to do *anything*.

There's no problem with having extra tags that aren't referenced by anything, so this change is backward compatible and causes no issues that I've been able to find so far. I'm just running around suggesting it to everyone.

In your specific mod this would be somewhere in lines 17-19ish of WorkTypeDefs.xml, just add the line " <li>AllWork</li>"

Thanks for your time!
EWZQ 2020 年 8 月 29 日 上午 1:02 
will you make a new without royalty DLC's limit
Dominic 2020 年 8 月 25 日 上午 12:46 
Thank you for your hard work!
Dametri  [作者] 2020 年 8 月 8 日 上午 1:30 
@Felios I've never looked at the human resources code. If techprints work in that mod, techshards might do the same thing. I would not count on compatibility otherwise.
Felios 2020 年 8 月 7 日 下午 10:08 
How does Techprinting behave with Human Resources? Both add features of research that I love but Human Resources completely ignores the standard research progress method. If I add Techprinting, will Techshards be used to give the individual pawn knowledge instead?
Dialupman 2020 年 8 月 4 日 下午 9:49 
Re-enabled all my mods and found no issues using the settings I has screenshotted from earlier. Time to play further than colony creation! If anything comes up, i'll let you know!
Dametri  [作者] 2020 年 8 月 4 日 下午 12:08 
@Diaulupman Just pushed a patch to improve the splitting algorithm. In my tests now with the Dragonian race mod, the only thing in Electricity Recipes is the hammer. Let me know if you still have problems.
Dialupman 2020 年 8 月 4 日 上午 2:57 
Tested and confirmed to be caused by the Dragonian Race mod, which adds a single hammer to the electricity research and has all it's base clothes and accessories on a similar tier as tribal wear: craftable with no research. I'm no modder, so I cannot tell you WHY it causes this issue in this situation or that it is caused by this mod or that one, but with all the mods I have installed, it is the only one to add clothes/weapons directly to electricity and it only occurs when shard requirements start on industrial. The hammer moves into electricity recipes by itself on any other setting.
Dialupman 2020 年 8 月 4 日 上午 12:22 
I don't know how well you can see it, but heres a screenshot. https://imgur.com/a/CtxO2Iv
In this instance, its not that a specific mod is adding clothing that arcane techonolgy hasn't exempt yet, its that the split blocking projects setting thought all of neolithic and medieval recipies were considered blocking and electricity recipes got everything, so things like complex clothing no longer provided clothes. Which researches are considered blocking? Im going to start flipping on/off mods till I can get it to load without this issue.
Dametri  [作者] 2020 年 8 月 3 日 下午 7:57 
@Dialupman That does sound like an issue with some mod adding weird tech prereqs.

I added an option to try to exempt clothing in arcane technology, but clothes are exempted manually. If you can figure out which mod is adding these clothes, tell me and I'll make them exempt with the option enabled.
Dialupman 2020 年 8 月 3 日 下午 6:10 
I ran into an issue with "Split blocking projects" settings with industrial as the start of requiring shards. For some reason, it dumped all neolithic and medieval clothing/weapons into "electricity recipes." On a crashland start, you would have access to craft them without their associated researches as soon as you put the right bench down since you start with the recipes research unlocked. On a tribal start with Arcane Technology, they don't "know how to clothes" and ditch their tribalwear.

I'd like to say its conflicting with mods like Researchable Stat Upgrades that have recursive higher tech researches that require low tech stuff, but if I lower the shard start to medieval, it doesnt behave this way. It also doesn't do this when I only have coremods and Techprinting installed, so some research added by a mod is causing this behavior in your mod, likely due to wild requirements.
Dametri  [作者] 2020 年 7 月 18 日 下午 8:33 
@Aegael Right, that would make sense, huh... patched.
Aegael 2020 年 7 月 18 日 下午 7:27 
Having the right-click Techprint option on means that anytime you right-click something you can Techprint, it'll add a bill to the Techprinting station for that item. Would it be possible to make it so that it only adds a bill when you click the Techprint option?
Dametri  [作者] 2020 年 7 月 12 日 下午 12:58 
OK, then let me ask you the other criteria I discussed: does the project for creating glitterworld medicine have a techprint requirement? It needs one, unless you enable "print all items" in the settings. Are either of these satisfied for you?
RadielVT 2020 年 7 月 12 日 下午 12:54 
I do, but I will try other items as well (supported by vanilla) and see how it works; however, the problem I stated with items not showing in bills is present regardless (which would fix the issue if I can get this working). Techprinting is near the top of the load order, right below everything required, so I don't know what could be causing this.
Dametri  [作者] 2020 年 7 月 12 日 下午 12:48 
I'm assuming you mean the recipe to convert a stack of items into shards. You seem to want to convert glitterworld medicine.

There is no research project in the base game for making glitterworld medicine, and no way to make it.

Do you have a mod that adds a research project to make glitterworld medicine? You can't print shards without one.
RadielVT 2020 年 7 月 12 日 下午 12:18 
Niether of those are an option. Right clicking just brings up the 'use' command, and when you go to the Techprinter, the bill I figure it would be under cannot be assigned *any* items. It's completely blank where the items used should be. I can screenshot it if you need to see what I mean.
Dametri  [作者] 2020 年 7 月 12 日 上午 9:28 
@Senpai Add a bill to the techprinter and set ingredients. Either that, or rightclick an item with a colonist selected and choose the option to convert to shards.

The item will need to be unlocked by a research project with a techprint/techshard requirement (can add such requirements in settings), or you need to turn on "print all items" in the settings.
RadielVT 2020 年 7 月 12 日 上午 9:20 
I have the mod installed, but the techprinter has no clear instructions on how to turn items into Techprints. The option under "Structures" doesn't do anything on items (tried this on a stack of 20 Glitterworld medicine), so I'm not sure what I'm missing here.
Dametri  [作者] 2020 年 7 月 8 日 上午 4:45 
@Riven I think I see what you're saying. Shards should be added from SetShardCost now, even if you're not adding shard requirements to anything through settings.
Riven is my waifu 2020 年 7 月 8 日 上午 12:53 
I'm still not sure how I'd go about to for example only add techshard requirements to Electricity, as SetShardCost doesn't seem to affect it if it doesn't have a techprint requirement already. I've only managed to give it a requirement by straight up adding techprint requirements to the researchdef, so I'm not sure if I'm missing something or I'm being very stupid.
Dametri  [作者] 2020 年 7 月 7 日 上午 7:56 
@Riven For all intents and purposes, 1 techprint item is exactly equal to 100 techshard items in every respect.

Technical detail: The way my code works, it doesn't actually create "techshard requirements" for projects; it just uses the existing Royalty techprint requirement. So, if you modify the techprint requirement, you modify the techshard requirement. Further, my code doesn't generate any new techprints: if you "add shards" to a project that doesn't require them, you are ONLY adding shards, as no associated print will be available anywhere in the world.

You can set techshard requirements directly in XML (example is under 1.1/Patches/SetShardCost).

Shard yield is based on the value of the item (after health, quality, other modifiers) vs the total value of 75% health, normal quality items unlocked by the project. I could add a way to tune this in xml, but it might be a bit strange and brittle.
Riven is my waifu 2020 年 7 月 5 日 下午 7:11 
Absolutely loving the building feature so far, exactly what I wanted. Seems to work great. There's a few things preventing me from going nuts with it though.

You can only make projects require shards by enabling "Add techshard requirements to projects w/ printables" or by adding techprint requirements, but if I want to only give specific projects shard-only requirements I'm outta luck. Would love a way to add/remove shard requirements to projects. Also wonder how cost changing works, if I increase shard cost of a project with 1 techprint will it still require only one techprint to unlock or will that scale it up?

I'm also curious about how the mod sets shard yields you get from things, it seems to work fine for most things but I'd also love a way to fine tune shard yields, especially for modded items. Would be nice to have a modifier for profitable shard value as well, since you end up with a lot of leftover shards.
Aegael 2020 年 7 月 4 日 下午 7:26 
Thanks for the update! It works great so far. I do have to go through to delete the bills when I'm done with the techprinter, but it's a lot more convenient than it was before.
Dametri  [作者] 2020 年 7 月 4 日 下午 1:04 
Ok, bigger update
@Aegael I added the option to rightclick and techprint a specific item. This will actually either find an appropriate techprinting bill, or add a bill to the nearest techprinter with just the particular item type allowed and force the pawn to work on it. Your second idea (designating items) is much tougher; making a mod that allows you to do that for recipes in general is on my to-do, but like all my ideas it's constrained by time and energy.

@Riven I added the option to techprint buildings, disabled by default. May require a restart once you enable it.

Both of these features are pretty complicated, so let me know if you run into any issues.
Aegael 2020 年 7 月 3 日 下午 11:45 
Would it be possible to add a right-click option to any items that you can turn into techshards? I like the idea of techprinting, but it's really daunting to set up a proper Bill system for it. Usually how it goes is I build up a pile of junk items over time, and the majority of the time I actually have no clue if half of the stuff is techprintable, but I do want to print everything possible. I usually have to go through each item manually to figure out if it is printable, and then scroll through a Bill list to put each item in. It's especially tedious if I just want to print one item. I would prefer being able to right click an item, see if it's techprintable, and then techprint items individually.

It would also be cool if there could be some way to "mark" items for techprinting if you have a huge stockpile of lots of different items, like how you can paint over the map with the logging/mining tool, but I have no idea if something like that is possible.
Riven is my waifu 2020 年 6 月 27 日 下午 5:07 
Alright! Up to you if you want to add any of that to begin with, I'll still experiment and mess around. So many fun mods I can apply techshard requirements to now! Thanks again!
ashhhh2 2020 年 6 月 27 日 下午 5:03 
jesus this mod's comment section is active i've been getting notifications all day that's not a bad thing i asked for them but still damn
Dametri  [作者] 2020 年 6 月 27 日 下午 5:02 
Right, not sure what would happen, but nothing good. I might add buildings but that's going to take adding a new job, button, and so on.
Riven is my waifu 2020 年 6 月 27 日 下午 4:47 
Absolutely great work, I love the examples and the patches. Thank you so much! I'll experiment with things and play around with making a ton of patches for random items and mods. I'm assuming adding an Override for a building wouldn't do well still?
Dametri  [作者] 2020 年 6 月 27 日 下午 4:29 
@Riven I appreciate that. I just updated techprinting and arcane technology to use XML for several things instead of hardcoding them; if all goes well, there should be no difference at all in how the mods work!

For your purposes, you can create an Override or SetShardCost patch (as a separate mod or as a locally saved version of this one). I've included examples in those folders (1.1/Patches/Override and 1.1/Patches/SetShardCost) for reference.

Override will assign a specific ThingDef (you need the defName) to a specific research project (again, you need the defName).
SetShardCost lets you set an overriding shard cost for a specific research project (defName again).
Riven is my waifu 2020 年 6 月 27 日 下午 3:10 
I respect that! I adore your mods so I'm more than happy to test the heck out of them, they're essentials for me.
Dametri  [作者] 2020 年 6 月 27 日 下午 3:07 
Nope, I'm just making mods I want to play with. Helping me test them out is more than enough support :steamhappy:
Riven is my waifu 2020 年 6 月 27 日 下午 2:30 
Good luck! Anywhere I can support you?
Dametri  [作者] 2020 年 6 月 27 日 下午 1:55 
@Riven I've been meaning to add the ability to patch in assignments via XML (since hardcoding them is generally just a bad idea), but I've only done it for Hot Meals so far. Now that you remind me, I'll probably work on it today.
Riven is my waifu 2020 年 6 月 27 日 下午 1:51 
I'd absolutely love to have the feature available so I could make Electricity and others locked behind techshards. Worst case scenario I could just write a patch to add buildings to traders! Main issue would be buildings that can't be minified, but in my dream world there could be a Dismantle designation like Deconstruct that yields techshards instead of normal mats.

I'm assuming it'd be a lot of work to untangle unresearchable items and let them be assigned via patching so I won't complain. There's always workarounds no matter how messy.

Making it patchable would be good enough instead of interface IMO but I might have found a solution, since Cataphract armor has <techprintCount>2</techprintCount> and thus requires 200 shards by default. Hopefully I can use that to change up prices manually!

Thanks a ton for answering my questions, love all your mods. I'm just excited because I've wanted a mod like this for ages, so apologies for all my ranting and ideas.
Dametri  [作者] 2020 年 6 月 27 日 下午 1:27 
@Riven
If you go into the mod settings, under "Add techshard requirements to projects w/ printables," and disable "Projects with weapons or apparel only" it will add shards for food, medicine, etc.
Buildings will not have shards added to them, except for a few that can be made at workbenches (harpsichord, piano). I thought about adding buildings, but with no control of what buildings spawn "out in the world," it seemed like a bad idea since there's a possibility a project will become locked behind a requirement it's impossible to fulfill.

I can link unresearchable items to research, but it's done manually (and currently hardcoded for about 400ish items).

No current way to change the price of an individual project. Designing interface for that would be complicated, and the aim of this mod is mostly the "techprinting" feature. However, like you mentioned earlier, you can use xml (or something like RIMMSqol or In-Game Definition Editor) to add techprint requirements to any project.
Riven is my waifu 2020 年 6 月 27 日 下午 1:12 
Absolutely love the mod so far but have a few questions so bear with me haha.

Is there any way to allow turning anything into techprints? Medicine, food, drugs, even buildings? I'd love for a tribal settlement to have to dismantle electric generators to figure out electricity, or a normal settlement to have to take apart ancient cryptosleep caskets to figure out how to make new ones.
Although I suppose you can't link specific things to research, such as having to dismantle normally unresearchable items to unlock certain research. Would be a fun feature to add, dismantle the TVs for electricity, telescope for machining, mechanoid bodies for What The Hack research, etc.

And is it possible to change the price of a single project? I can only find a way to change the price of all projects, not a way to change a specific one to a higher or lower amount.
Riven is my waifu 2020 年 6 月 27 日 下午 12:47 
Perfect! I assumed as much but wanted more info, thank you! I'll have a look and see what fun stuff can be done.
Dametri  [作者] 2020 年 6 月 27 日 下午 12:46 
@Riven Yes, techshard requirements are actually just techprint requirements. If you add a techprint requirement via XML, this mod will multiply its cost by 100 and add techshards for it.
Riven is my waifu 2020 年 6 月 27 日 下午 12:44 
Is it possible to add custom techshard requirements and prices to select research projects via XML patching?