边缘世界 RimWorld

边缘世界 RimWorld

Research Appropriation
23 条留言
Agusfer 8 月 5 日 上午 3:59 
Hopefully someone gets to update this for 1.6, it's a very nice mod for solo/caravan/raider runs and overall just great items to find/buy.
Nikos Phobodeimos 7 月 3 日 下午 11:30 
@Ghostmare: The latest update changed something in the 1.5 version of Vanilla Base Generation Expanded. It caused it to no longer be recognized by the mods using it as a prerequisite.
Ghostmare 7 月 3 日 上午 6:34 
Why yoiu added 1.4 version mod of vanilla base generarion expanded as requirements? There's already 1.5 version from Oskar Potocki.
MrT 6 月 25 日 下午 4:49 
Look forward to a less vague mod description.
Triel 2 月 14 日 下午 6:07 
Because they arent the author?
Dr. Quackers M.D. 1 月 11 日 下午 4:38 
so if you know where it is why not just add it to the mod and fix the issues it may bring up
ChrisB 2024 年 9 月 8 日 下午 1:59 
@cralis7 the only thing that's missing is the mod dependency in About.xml. Your mod manager and so on will still cry at you, but it should work fine. If it really annoys you, just go into this mod's folder, and amend the dependency with the number at the end of the URL for the 1.5 version of VBGE
cralis7 2024 年 8 月 14 日 下午 6:36 
It doesn't seem to recognize the 1.5 version, I think you have to change the dependency. At the very least, none of the mod managers will recognize that it fills the dependency.
GarryFlowers  [作者] 2024 年 7 月 2 日 下午 10:27 
@A blender scrubbed clean 1.5 should be fine
A blender scrubbed clean 2024 年 7 月 2 日 下午 6:19 
I notice this still calls for Vanilla Base Generation Expanded 1.4. Does the 1.5 version work in it's place or do I need the 1.4 version of that mod still even if I'm running the 1.5 version of the game?
GarryFlowers  [作者] 2024 年 6 月 8 日 上午 10:13 
@Dycantos aka Dyno Nuggies i updated it anyway
GarryFlowers  [作者] 2024 年 4 月 22 日 上午 4:05 
@Dycantos aka Dyno Nuggies we have books now though?
Dycantos aka Dyno Nuggies 2024 年 4 月 21 日 下午 1:09 
1.5?
GarryFlowers  [作者] 2022 年 12 月 5 日 上午 3:54 
@Xyllisa Meem Paradox Station
I've tested it with research reinvented and it works just fine, haven't tested it with other research mods though. The items in this mod are programmed to simply complete a research project, so as long as those aren't removed by a mod it should be compatible in theory. When in doubt, you can always backup your save file and try it.
Xyllisa Meem Paradox Station 2022 年 12 月 4 日 下午 10:37 
Will this have any issues with any research mods, such as thinking spot or research reinvented?
JessieFeathers 2022 年 12 月 4 日 上午 8:26 
This is a great mod! Thanks for making it!!
handsomegrape 2022 年 12 月 3 日 上午 10:55 
@GarryFlowers Ok, I see. Cool, that does sound like a better compromise overall. And thank you for the tip and for helping me realise I had a need for something like this.
GarryFlowers  [作者] 2022 年 12 月 3 日 上午 10:23 
@handsomegrape
Originally my reasoning was that I don't want to create a system that is simply more powerful than vanilla research, but rather to offer a weaker alternative that fits better into certain playstyles. The goal was to enable these playstyles without making them optimal. That is why I wanted to balance this mod rather conservatively.

In hindsight, and considering how many mods add new research projects, some of which are trash tier in most playthroughs, I decided to go with your idea to make it finish the selected project first, if it is of the appropriate tech level or lower. If that doesn't work then the previous random method will be used instead.

As for retro-engineering, a mod called "research reinvented" already does that. It doesn't remove the need for sitting in a room entirely, but it does offer some new ways of doing it, including reverse engineering: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2868392160&searchtext=research+reinvented
handsomegrape 2022 年 12 月 3 日 上午 8:37 
I definitely agree with the sentiment that research as is, is just an awful time sink. But I don't like the 1 per tier, or the random aspect, of your attempted solution, as there are A LOT of research that I care nothing for having in any given playthrough, and could just as well end up with duds all the way.

If you could pick the research (limited by tier), or if it auto-completed whatever research is currently being worked on, that would have been more useful. The first solution would likely be quite the headache though, as it would require a UI portion of some sort.

Being able to retro-engineer items from loot would also make sense, if it counted for a portion of research.
GarryFlowers  [作者] 2022 年 12 月 3 日 上午 7:22 
@Simmin
Because base generation expanded handles loot different from the vanilla base generation. So the code that adds the research items to the loot tables isn't going to work if that mod isn't loaded first.

If you know xpath then you can remove that dependency for yourself by removing that part of the patch in the mod files, but then these items won't show up as loot in bases anymore.
Simmin 2022 年 12 月 3 日 上午 6:18 
Why does this require base generation expanded?
GarryFlowers  [作者] 2022 年 12 月 3 日 上午 2:43 
@Hologast
Just did some initial testing and these mods seem to work just fine together
Holgast 2022 年 12 月 2 日 下午 7:01 
Does this work with Research Reinvented?