边缘世界 RimWorld

边缘世界 RimWorld

Chemistry Tech More Recipes
15 条留言
pgames-food 2023 年 1 月 15 日 下午 6:33 
hehe i think gamorou and me also, need more coffee :)
i only had the prf revived mod, not the prf materials - sorry for the mixup on my part
Gamorou 2023 年 1 月 14 日 下午 1:25 
I realized that the problem was that I was a kinda of an idiot and didn't understand that it adds the recipes for these 3 mods, and was trying to see metals with the same name from other sources, well, my fault for not reading properly
pgames-food 2023 年 1 月 13 日 下午 10:37 
(im also using v1.2 of rimworld btw)
pgames-food 2023 年 1 月 13 日 下午 10:36 
ok thanks, will try some more research.
(i remember trying to learn patching for the first time - and after seeing some example patches code which was like 2 pages long, i got a headache) :)
Holgast  [作者] 2023 年 1 月 13 日 下午 9:54 
Just tested with EMM and it appears to be working fine. I will add to the description that you need to have one of the affected mods installed. You may need to research more stuff.
Holgast  [作者] 2023 年 1 月 13 日 下午 9:39 
it looks like instead of using recipeUsers I patched the recipes into the actual buildings (which you can see at the bottom of each patch). will have to take a look and see if that isn't working any more somehow
Holgast  [作者] 2023 年 1 月 13 日 下午 9:34 
it was working when I tested it ages ago, after all I got the screenshots, but I never actually used your mod in regular play - there could also have been a change somewhere
pgames-food 2023 年 1 月 13 日 下午 6:12 
hi holgast, i had a look, and couldnt get it to work here.
(can i check if there are recipeUsers in the xml?) maybe that is all that is needed?
pgames-food 2023 年 1 月 12 日 下午 4:06 
hi gamorou, as far as i know it just patches in the extra recipes to be available, but i only recently started the chemistry tech and for project rim factory and made some chemicals in the machine so far, but will give it a go to see - have been waiting to get most of the techs before coming up with a cool plan for maximising each use of chemical items vs base values)

(btw if medical suppliment items can be fabricated with chemistry tech, that will be cool - a lot of the items from that mod take ages to make :)
for example glycerol and sulphuric acid etc, needs something with ethanol, which needs beer, which needs wort, which needs hops, which needs something else :)
Gamorou 2023 年 1 月 11 日 下午 11:49 
So I have a problem, I can't find the tech researches on the tech tree to do and be able to synthesize things
pgames-food 2021 年 1 月 27 日 上午 12:05 
ah thanks, ok cool well done for solving :)
Holgast  [作者] 2021 年 1 月 26 日 上午 4:34 
sigh...I see the problem. The original mod used periodic table symbols for most of the items, but it defined silver as 'Si' instead of 'Ag' so when I've put in a recipe Si for Silicon it's overwritten it. I'll just rename mine. :)
Holgast  [作者] 2021 年 1 月 26 日 上午 4:20 
But I just remembered that I do use Unified XML Export, so I'll see if anything comes up there.
Holgast  [作者] 2021 年 1 月 26 日 上午 4:17 
hey pgames, good to see you. I really have no idea why it pops up twice, I went over my patches and I definitely only have it defined once.
pgames-food 2021 年 1 月 26 日 上午 3:27 
cool for more recipes :)

btw just a thought with create silicon appearing twice...
what happens if you try this:

- finding a recipe that works fine
- duplicating it with a random def name like dupe_random
- and if that shows up once without problems, to swap out apply the recipe defs values (with what create silicon should have) - but only the text values, and then to test it in game

if it still looks ok, then it could be some content of the defs, i think i had something similar when i was making recipes sometime last year and basically duplicating a working recipe (and tweaking it with the desired content, in parts, seemed to work) :)