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it looks like it did get a continuation though..
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.
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
Please add it
https://drive.google.com/file/d/1X6kfdnYDiW21dMMnjkBEYuPkffdnQurK/view?usp=sharing
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!
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.
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.
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.
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.
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.
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.
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 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.
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.
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).
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.
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.
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.