边缘世界 RimWorld

边缘世界 RimWorld

Research Data
494 条留言
kongkim  [作者] 12 月 8 日 下午 12:33 
Np :)
RocketRacoon 12 月 8 日 下午 12:25 
A ok, I understand. Thanks for the answer!
kongkim  [作者] 12 月 8 日 下午 12:11 
@RocketRacoon That is intented as it only research with 25% speed.
RocketRacoon 12 月 8 日 上午 11:43 
Any change to get compatibility with the ResearchSpot from Vanilla Factions Expanded Tribals? Looks like my pawns can research there just fine without any research papers. Thanks!
kongkim  [作者] 12 月 1 日 上午 10:42 
Its always hard to balance things and find out things like that in this game as its normal to use a lot of mods :)
levoweal 12 月 1 日 上午 10:38 
Yeah, I already found it in RIMMSqol settings. I was looking in wrong place before. But I did not change it, instead I looked into priorities within work type and found the culprit of my little situation. Turned out VE recycling had put stupid high prio on their bench, so I tuned it down and now my colony seems to function without much micro managing with research data.
Vulkandrache 12 月 1 日 上午 3:26 
Changing the worktype of a recipe is as easy as changing one word in the file. When i used this mod in 1.5 i did exactly that. I changed the recipes for Data and had a precursor made from either food, leather or wood for neolithic tech. You should run the mod on a local copy to avoid updates ruining your cahnges but otherwise this is as easy as copypaste and changing a few words.
levoweal 12 月 1 日 上午 3:00 
That would be great, thanks for consideration.
It gets me thinking though. I'm not sure how feasible it is, but could it be possible to make different samples be different work type, you know, according to their requirements? It's probably tied to bench itself, though, isn't? Well, nevermind, just an idea.
kongkim  [作者] 11 月 30 日 上午 11:27 
@levoweal Personally i think its better to have as crafting as the samples require multiple skills to craft, and normally the researcher do not have that.

But its hasbeen requested before, so maybe i will add a option to switch between them next time i update the mod. :)
levoweal 11 月 30 日 上午 7:58 
Is it possible making it research work type instead? Generic crafting overlaps with ton of other stuff like stone cutting, slag smelting, cremating and also a whole lot of modded things, like ve recycling. Crafting is suppose to be low priority simpleton work. Having your research fuel being locked behind it is rather odd.
If it were, however, research, I cannot see how it would be worse in any way. You need this stuff for your research to be done anyway, might as well have researcher make it. And it gives intellectual xp too.
kongkim  [作者] 11 月 30 日 上午 2:04 
Crafting
AAA 11 月 29 日 下午 7:54 
What work type is research data collection?
kongkim  [作者] 11 月 24 日 上午 7:41 
@Bunuffin Will take a look at it :)
Bunuffin 11 月 24 日 上午 7:16 
Dunno if someone said it already but the research sample bench asks to be in the workshop instead of laboratory, while it boosts the work speed of the research tables... It doesn't make sense.
kongkim  [作者] 11 月 14 日 下午 12:16 
any file that have "StockGenerators" in it, there is patch for both main game and royalty DLC.
You also need to do it if you are using the add-on mod for this.
bAhAcAn 11 月 14 日 上午 10:04 
Exactly :) Which file is that
kongkim  [作者] 11 月 14 日 上午 9:58 
@bAhAcAn In the mods folder there is a patch file that add it to the traders.
Delete the file and it should be gone :)
bAhAcAn 11 月 14 日 上午 9:42 
Hi friend. I really enjoy the mod. Already added to my "for every run" list as it now feels like vanilla. Just a quick question though, all traders inventory is bloated with research stuff so I can raraly see different items. Is there a way to exclude them from the trader inventories? Like I can only craft them or find them as loot.
kongkim  [作者] 10 月 10 日 下午 2:27 
@raged Maybe at some point,but not right now as im hard at work on something else :)
raged 10 月 10 日 下午 2:02 
@kongkim Any chance we can get compatibility for Rim Effect Renegade Core? Considered different from Rim Effect Core which is now a legacy version

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3473370247
Malware 9 月 27 日 上午 9:28 
This is RR: Stepping Stones research spot which replaces VFE Tribals research spot.
RR: Stepping Stones research spot require papers
VFE Tribals working fine without papers
kongkim  [作者] 9 月 27 日 上午 8:58 
Then you are using some other mod that makes the spot require papers. i have left that out for a reason.
And for the Research Bench there its placed in the tech level i do not think i change that from vanilla.

But i can put it on the ToDo list to look if there are any wird things with VFE Tribals but its not going to be right now :)
Malware 9 月 27 日 上午 8:50 
VFE Tribals + Research Reinvented: Stepping Stones + RR: Stepping Stones
No, I cannot use a research spot without research papers.

The second option: Simply move the research sample bench to “culture” research.

In my previous message, I was meaning "Research Bench" research, not the "Crafting Facilities".
kongkim  [作者] 9 月 27 日 上午 8:02 
@Malware Not something i will do right now.
But you can use the spot without research paper in VFE Tribals so you do not need the research sample bench at the start.
The research spot has very slow research so you will need to switch later on.
Malware 9 月 27 日 上午 7:52 
Can you add compatibility with VFE Tribals + Research Reinvented: Stepping Stones?
What I mean is: put the functionality of the research sample bench in the research sample spot with increased manufacturing costs, and move the research sample bench in Crafting facilities research.
Why? It's a little strange to see a research sample bench available earlier than a regular table.
kongkim  [作者] 9 月 26 日 上午 12:57 
Just did a new update.
If you are still getting the ".dds" errors in the log, you may need to unsubscribe from the mod, make sure manually that all the files from the mod in the Steam workshop content folder are gone, and then resubscribe to the mod again to get the new files.
And do the same for the add-on mod if you are using it.
GrobmotoriGER 9 月 26 日 上午 12:29 
Same issue as Wrath:
Exception loading UnityEngine.Texture2D from file.
absFilePath: N:\SteamLibrary\steamapps\workshop\content\294100\3001121619\Textures\ArchotechAnalyzer\ArchotechAnalyzer_north.dds
Exception: UnityEngine.UnityException: Failed to create texture because of invalid parameters.
Wrath 9 月 25 日 上午 12:04 
Exception loading UnityEngine.Texture2D from file.
absFilePath: C:\//////////////\steamapps\workshop\content\294100\3001121619\Textures\ArchotechAnalyzer\ArchotechAnalyzer_north.dds
Exception: UnityEngine.UnityException: Failed to create texture because of invalid parameters.
GrobmotoriGER 9 月 24 日 上午 7:14 
I think the description image may have a typo: While "expansive" (covering a wide area in terms of space or scope) does not seem wrong, I think it is used like it wants to say "expensive"
Ancalagon 9 月 10 日 上午 9:41 
I just wanted to say this is one of my favorite mods. It adds EXACTLY enough vanilla-style game mechanics on top of regular researching to make it feel great.

Thanks for maintaining and updating this over the years!
тетеря, блин 9 月 9 日 上午 11:02 
could you, please, implement something like this?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2566455429

like, making some technologies available to reasearch only by getting a specific item that spawns somewhere in the world.
kongkim  [作者] 9 月 1 日 下午 3:32 
Haha glad to hear :)
Pharaoh 9 月 1 日 下午 1:17 
Yoo that did it! I was totally willing to just fly around with a gigantic red x on my ship for this run lmao
kongkim  [作者] 8 月 31 日 上午 11:30 
@Pharaoh Can you do me a favor, and in RimSort use the function to delete all .dds files and then build them again and see if that works?
Pharaoh 8 月 31 日 上午 11:13 
I tried to use the mod in rimsort, reinstalled the mod and everything, started a new game, and the textures are still not there, but the rest of the mod is functioning, weird.
Lemniscate_Mike 8 月 30 日 上午 10:47 
@kongkim, okay done! It's in the discussion!
kongkim  [作者] 8 月 30 日 上午 10:34 
Its wired as i do not get that error.
Hit F12 and past the link to a full log. in the other post you made. then i take a look at it after im done with what im working on.
Lemniscate_Mike 8 月 30 日 上午 10:07 
@kongkim, yeah I still get the same two texture errors(they're in the discussion for ref.) for the Archo. Analyzers after doing that.

A couple other of my mods had texture errors that they fixed after the update too, not sure what RW changed but it's something.
Lemniscate_Mike 8 月 30 日 上午 6:59 
@kongkim I did try that yesterday, I'll try deleting the folder today.
kongkim  [作者] 8 月 30 日 上午 12:54 
@Lemniscate_Mike Try unsub the mod and resub it again and see if it helps.
Lemniscate_Mike 8 月 29 日 下午 5:44 
@kongkim, but I don't use either of those... just stock RimWorld.
If I load with just this mod I get two errors(I'll put them in a discussion).
kongkim  [作者] 8 月 29 日 上午 3:28 
@Lemniscate_Mike @Pharaoh
Had not been playing after last update, but have just tested, and got a lot of texture errors.
But found out its RimPy .dds textures that no longer works, so now its time to change to RimSort.
The textures itself in this mod works fine, get no errors if only using the mod, and also tested with my 400 long mod list, so long im not using RimPy.
Pharaoh 8 月 28 日 下午 5:45 
I think this latest patch messed up the archotech analyzers texture, but it seems to still be working, i can give more info if you need it
Lemniscate_Mike 8 月 28 日 下午 5:29 
There's errors loading textures after today's update(I do assume you already know, but figured I'd say anyways.).
kongkim  [作者] 8 月 28 日 上午 1:54 
Dont think there will be a problem as i guss the papers from that mod is created when the research is done, this only change when you are doing research.
But i have not testet is, so plz. let me know it it works :)
тетеря, блин 8 月 28 日 上午 1:43 
I guess, this could be a match too:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3492739424

or do you have any concerns on compatibility?
BlackSparrow 8 月 25 日 上午 6:41 
Welp ok then :zote:
kongkim  [作者] 8 月 25 日 上午 6:37 
@BlackSparrow Haha sorry but will not add that, its part of the trait and part of the game :)
BlackSparrow 8 月 25 日 上午 5:37 
That's what i was thinking of, adding the same behaviour for the research benches if they are empty. When my researcher that is incapable of dumb labor wants to research they will be able to refuel the bench with instead of waiting for someone else to refuel it
kongkim  [作者] 8 月 25 日 上午 4:00 
@BlackSparrow But if your pawn is set to cooking and there are no fuel it will fuel it even if huel is not set to them as work.
All work stations that require fuel, if there are non and they are being used the user will fuel it if one with haul have not done it first.
But pawns set to the stations kind of work will not fuel it unless they are doing work.