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报告翻译问题








I can’t really remember why I put it at 300 either, probably because I felt the tech-tree would be over too soon in vanilla or something like that... I’ll definitely take a look and balance it some. I really appreciate this feedback, since bouncing ideas off of yourself is quite hard😄.
I will most likely post an update here within 2 days about the changes, but that is no guarantee, for the tellers of my story have decided that I need to make 5 exams in the week after the coming one and 3 exams the week after then. Happy suffering on the rim!
If you have any thoughts regarding how to improve the tech tree for NB runs, please let me know!🙂
I don't think the high numbers are the issues though, I think mainly the issue are being careful with pre-requisite. If you gated something behind other research then the research of that certain things will become ridiculously high under thinking spot's speed penalty, making something hard to get, so maybe release more starting tech research parallel might be a good idea, but I kind of like how funny it is now though.
However, that really change the flavor of this mod. I ♥♥♥♥♥♥♥ love the idea of not knowing how to build doors when I research the bow first. This is why I feel like maybe there should just be another version of this mod simply for easier " Warm/cold housing start" just for extreme biome. This is the only way I can think of right now, but I am not very satisfy with this.
One of the easiest way to cheese the system is use "Minify everything" or ""Uninstall Rimworld" to reinstall the ruins and make a house. These are all very cheaty of course, and might as well just start with those tech instead.
The less cheaty way I think should probably involve some race which can endure high/low temperature. I don't know. If I come up with better idea for NB/Extreme biomes I will let you know.
Some mods are hilarious to use with this mod, someone mentioned random research, I think craftable research blueprint are also hilarious. I learned how to make plumbing system before I know how to make doors, because I got a blueprint of it from the raider, so I can craft a toilet and shower but without doors to cover you while using it.
And hey, don't worry about rushing out the mod, that's a lot of ♥♥♥♥♥♥♥ exams. This mod is such a huge work. It's a shame that not enough people would like to try it. You've done a lot already. Thank you for all these hard work. :D
I would suggest you to add a few screenshots of 1. production tab with only the thinking spot. 2. Research tree screenshot. 3. A merged screenshot of all the tabs being empty. LOL When I first saw this mod, I though this mod only deleted the research bench, but kept everything else. I didn't understand the mod until I accidentally added this mod into my new save.
One last suggestion is that maybe you need to patch more mods related to medieval, industrial mods. I understand it's really hard, since that your mod are highly relying on other mods gating their items behind basic workbenches. And patching medieval mods means that you will have to re-route all the new modded production workbenches if any of them are default buildable without the need of research. (Or easier research route, for example I have a wheat mod, which allows me to grow wheat with 500 research point without any pre-req compare to agriculture, because it's it not re-rout with patch.) However, right not when I open my research tab, I feel like I have nothing to do for early game other than researching for those things I am suppose to know in a normal playthrough. I removed all the mod which let me craft things other than gloomy and Bad Hygienes after I talked to you, so my research tree looks really empty before eletricity, then it just gone really fat after electricity. Therefore, it's basicly playing an early game to research everything such as wall and plants, then it's finally a normal playthrough with exciting mods, which isn't the strength of this mod. This mod suppose to make ppl stays in tribe age for a long time, and having something to enjoy tribe/medieval life while the long research time. Therefore I feel like a lot more primitive related mods will probably help. I would totally down to play a game with only medieval tribe items, crafting magic potions, relic, shooting bows, summoning Cathulu, brewing beer, growing wheat and magical plants and wearing chain mails against elfs and dwarfs as dragon born and removed everything above medieval with Medieval time mod, which means I will never know what a simple research bench is and only use thinking spot for the entire playthrough. Sounds good isn't it? xD Maybe a discussion post for people to suggest mod patch will be nice. Haha. However, it is all up to you and your time though. This is a tons of work with not much return, so i can totally understand if you cannot do so. You are the one handling all these, as for now, I probably talk enough(too much! :p). You probably know more than me.
I love all your suggestions, and will definitely keep them in mind.
When I started this mod, it was for a game where I focused on A Rimworld of Magic and made 1 character for each class that uses only mana or stamina (so no ki, or faith or anything). But then I just kept on adding more mods from the workshop (as one is wont to do, when one sees all the amazing content out there) and I kept on integrating, until Thinking Spot became what it is today. Along the way, the characters I envisioned changed from the Olympians (I know, corny, but eh) to some kind of elemental beings, but the main premise remained: zero to hero.
As for the layout of the tech tree, the vanilla one was mainly built by looking at what one needs first, and what can come later. Walls are useful to hide behind, but only if you have weapons. But walls are also useful if you can make a room with them, for which you need a door, or lock yourself inside. That's how I built the tech tree, and with some very loose inspiration from history (I am by no means a historian and even dropped history when going to year 4).
The modded techs I integrated mostly mod by mod, in the beginning. After booting up Rimworld for the 231st time, I started doing two to three, maybe four mods at a time. And now I know quite well what techs are from "vanilla" Thinking Spot and which ones from "modded" Thinking Spot, so that also helps when making decisions on where new stuff is supposed to go when I load up a new collection of 150~200 mods.
As I said before, I'm sorry I took so long to respond, but that was mainly due to playing the scenario for which I made this mod, and after a while getting bored and switching to other games. Now that I thought of another scenario, I'm back and hyped to start making patches again.
I do remember that while playing I kind of blew through all the early techs as well, so I'm also looking into a mod that adds medieval content, to make it less of a reverse-funnel shaped tech tree, and more of a wall shaped tech tree, with multiple lines. Now that I think about it, the tech tree felt a bit too... mod-oriented. It wasn't interconnected. It was just like... here's the tree for Rim of Magic, and here's the tree of Rimatomics, and here's the tree of Ancient Rim... I don't know how long my hype for Rimworld will last this time, as I kinda am a person who cycles through his games, but I do hope it will last long enough to at least make single, mod-oriented patches. And hopefully, in this same period or the next one (but before any official Rimworld updates), I'll be able to make most of the current integrated mods into one story-oriented tech tree. And heck, I might even look into Harmony and Hugslib to make some mod options for that, who knows.
I at least have until September, as then my University years begin, but I hope I can have some great fun seeing my pawns strive to survive and thrive. And of course, keep improving Thinking Spot. I got kinda nostalgic there, at the end :)
And now I wish the emoji on Steam were more like those on your phone keyboard =D
Of course, I definitely hope Uni won't eat all of my time, but from the stories on the internet, the odds are not in my favour...