RimWorld
Lost Technology 2
33 opmerkingen
тетеря, блин 25 jun om 13:33 
great idea. it would be a miracle to have this updated to 1.6.
lejkob 19 jul 2023 om 11:01 
Confugurable Techprints seems to have this feature as one of the options
lejkob 11 jun 2023 om 3:21 
@Yunusoglu - thanks for checking. I too hope it will be on 1.4 at some point, still keeping this as subscribed.
Yunusoglu 27 feb 2023 om 11:24 
@lejkob It doesn't work unfortunately. I mean everything is fine and in order until the game had tried to create a techprint stash quest. It crashes after that attempt. I also really would like to see this getting an update. This mod's up to date alternative "Configurable Techprints" doesn't have the techprint stash quests which is what i most like about this one. I took a look at mod files to see if i can somehow eradicate the incompability with the new game version but i believe updating this mod requires coding knowledge and experience which i don't have. Yayo himself says that people are free to modify the mod so i hope someone more capable will take interest.
lejkob 3 feb 2023 om 9:53 
Does it work for 1.4? Seems to be very much what I was looking for...
三笠 21 jan 2023 om 3:38 
Wait for your updated version.( · ω ·
YAYO  [auteur] 7 okt 2022 om 5:12 
This mod is no longer being updated.
13 aug 2022 om 11:26 
q rica cuca weonnn
Axiom 12 jun 2022 om 21:59 
Hello YAYO, I love the Lost Technology mods.

I'm confused tho, what is the difference between Lost Technology Core mod (the original mod) and this mod: Lost Technology 2?
SamB 30 mei 2022 om 12:20 
Is anyone able to advise on compatability for this? I've tried all 3 Lost Tech mods individually, however both Lost Tech Core and Lost Tech 2 seem to crash on world generation. Only Lost Tech World seems to correctly generate a world.

Only issue I have with using Lost Tech World is the lack of variety and the fact that the techprint outposts don't seem to despawn after taking the techprint
StepMurp 3 mei 2022 om 10:46 
Would be cool if someone could modify this to include an indicator on a techprint you already have unlocked when viewing the item in a trade window.
Marquez 5 mrt 2022 om 5:36 
When the pre technology is not unlocked, directly studying the post technology will bypass the restrictions of pre technology. Is this reasonable
firshpear 4 feb 2022 om 3:49 
Should I use this mod alone or with Lost Technology Core?
Flying dUCK 21 jan 2022 om 2:52 
I thiink this is Best mod.
bujiu 15 okt 2021 om 21:51 
Config error in Research_SRTSMklY: requires techprints but has no heldbyFactionCategoryTags
Configerrorin FTPsiTranscendence: requires techprints but has no heldByFactionCategoryTazs
Confiz error im PTwlindFortress: requires techprints but has no hel dByFactionCategoryTags
Confizerror in PTpsiRally:requires techprints but has no heldByFactionCategoryTazs.
Config error in FT PsiStorm: requires techprints but has no heldByFactionCategoryTags
Arcimbaldo 6 okt 2021 om 20:12 
Really enjoying this mod. Any chance we could get a separate setting in the options to control the rate of tech prints appearing in caravans/settlement trading vs the rate of appearing in loot?
咕咕,咕咕咕? 23 sep 2021 om 7:23 
I would like to ask why a black screen appears after the mod is loaded. Please!
D.Dcan 24 aug 2021 om 23:57 
SRTS Expanded 모드랑 같이 사용시, 게임시작화면에서 이러한 빨간 로그메시지가 뜹니다. 청사진과 관련된 문제같은데, 이 모드를 사용한지 얼마안되서 아직 어떤 문제가 발생하는진 모르겠습니다.

Config error in Research_SRTSMkIV: requires techprints but has no heldByFactionCategoryTags.

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https://gist.github.com/1b86ca0ace1bddc7cda5d765ec733e8f
Eclipse 24 aug 2021 om 13:58 
i've read description multiple times, but I still can't figure out the difference between
Lost Technology 2 and Lost Technology CORE
Lost Technology CORE description says that techprints are available through quests, just like in this mod
DavidMM18 18 aug 2021 om 16:50 
Having this mod and Project RimFactory Revived in the same modlist causes this error:
"Config error in Techprint_PRF_CoreTierO: description has trailing whitespace"

https://gist.github.com/c51c558d549eaac33180de45f4efd8d4

I even looked at the xml for it and didn't find any whitespace left over when compared the other researches in the mod, could've missed it though.
GD 18 aug 2021 om 4:02 
this without the dlc?
Leosky 8 aug 2021 om 11:40 
I started a game with this mod and some other (mostly vanilla expended) and no faction sells techprints. It's a bit problematics as i can't find, electricity, complex furnitures nor machining :o
Slydragon05 6 aug 2021 om 23:29 
I'm not sure if this has already been brought up but if this is added mid playthrough to a colony not designated for it prior (Since it wasn't a thing before), it classes the save as using this so locks everything behind tech prints.
CatSayInk 5 aug 2021 om 22:35 
great
Oniwabanshu 5 aug 2021 om 21:45 
@ YAYO I am an idiocy distillate.
Thank you for your service.
Arcimbaldo 5 aug 2021 om 21:25 
What's the difference between this and Lost Technology World? Are they meant to be alternatives or played together?
Arcimbaldo 5 aug 2021 om 21:20 
This looks great for roleplaying e.g. an Adeptus Mechanicus game. Or just generally as a reason to force you to actually use caravans.

Are there customisation settings for it? Would be great to be able to tweak spawn rates etc or set it to it only affects certain eras of tech.
YAYO  [auteur] 5 aug 2021 om 16:19 
@yagiou
I'm in the credits of that mod.
RaptorMother 5 aug 2021 om 13:10 
one thing is not clear: with just this mod, does it make every tech require a techprint, or does it just generate quests for the techprints in vanilla?
Sinnamon 5 aug 2021 om 7:18 
로얄티 ㅠ
Xidon Eye 5 aug 2021 om 2:56 
Great. this reminds me of Warzone 2100 or 40k's Adeptus Mechanicus, rediscovering of old, forgotten Tec.
김무분 5 aug 2021 om 2:32 
my best mod