RimWorld
Technology Blueprints
162 comentarii
老刨冰 4 dec. 2023 la 2:45 
使一坨
GwinnBleidd 1 aug. 2021 la 23:10 
@BluntMan
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2010527094
Incorporates the functionality of this mod + tons of new stuff and fixes
BluntMan 1 aug. 2021 la 23:08 
any updates/forks of this?
GwinnBleidd 10 mart. 2020 la 16:19 
@Dynamic, I have forked this mod and updated it to 1.1 + did a bunch of other changes / tweaks, like configs and custom factions support. You can check it out, if you want: "Technology Blueprints & Reverse Engineering"
Dynamic 25 febr. 2020 la 14:59 
Thank you! I love this mod, so thats nice to hear
LOLKAT_KOMRAD_94  [autor] 25 febr. 2020 la 2:25 
Hi @Dynamic !

I've seen the update. I'd like to update for compatibility (I don't really have much time for more but that'd be a shame to lose compat)
Expect it for in a week's time tops :)

Cheers,
Dynamic 24 febr. 2020 la 16:50 
1.1?
5katz 19 nov. 2019 la 9:11 
i'd be nice if modded factions could just drop random blueprints, seeing as right now they just dont have blueprints at all
Mistletoe The Bard 29 oct. 2019 la 0:18 
@Paladin I just got back to this to check for the update... thanks for your help! Let's also hope the author see this.
Paladin 26 sept. 2019 la 7:45 
Yes, that solves the issue. LOLKAT_KOMRAD_94, delete the lines below and update mod, please.
Paladin 25 sept. 2019 la 13:28 
Probably, you can solve that issue by deleting
<ResearchTabDef>
<defName>Main</defName>
<label>Main</label>
</ResearchTabDef>
from 1231678757\Defs\ResearchProjectDefs\ResearchTabs.xml.
Mistletoe The Bard 31 aug. 2019 la 8:47 
I will have to type them all out somewhere.
Mistletoe The Bard 31 aug. 2019 la 8:47 
My mod list are super long. (Like 300+ or something LOL) I've tried 2 different colony(saves) so far and both of the save has same problem. Once I removed this mod from the loaded list, then the problem gone away. Are you use you want the list? LOL
LOLKAT_KOMRAD_94  [autor] 31 aug. 2019 la 1:18 
@Mistletoe
True :D Do you have a mod list, so I can try & repro the problem on my end ? Cheers!
Mistletoe The Bard 30 aug. 2019 la 20:24 
@LOLKAT_KOMRAD_94 I believe all the Rimworld players like things being organized :P Thanks for the quick reply and fun mod.
LOLKAT_KOMRAD_94  [autor] 30 aug. 2019 la 11:57 
@Mistletoe
Hey, that's a weird and definitely unintended behaviour. I'll look into it as soon as I can, I understand the frustration - I like things being organized too! :)
Mistletoe The Bard 30 aug. 2019 la 11:09 
This mod will position the "Main Tab" in the research tab to one of the random places in between all the other mod's tab research, rather than being the first one. It is slightly annoying and that problem itself makes me feels like not worth to use this mod, because it makes things a bit unorganized. I hate research pal. I prefer how vanilla tabs works.
give me games on GoG 18 aug. 2019 la 16:44 
Very cool mod , thanks.
LOLKAT_KOMRAD_94  [autor] 15 iul. 2019 la 2:20 
@BladeOfSharpness No, I don't think so - neither Turret_Sniper nor mapgeneratorblueprints is from this mod :)
BladeofSharpness 14 iul. 2019 la 20:23 
Is that from this mod or not? Not sure in fact
BladeofSharpness 14 iul. 2019 la 20:22 
Could not resolve cross-reference: No Verse.ThingDef named Turret_Sniper found to give to MapGeneratorBlueprints.MapGenerator.ThingData
pgames-food 27 mai 2019 la 17:11 
oh ok thanks komrad and bearhugride i'll see what happens :)
LOLKAT_KOMRAD_94  [autor] 27 mai 2019 la 2:04 
@pgames-food I'd say it would not be possible to make new blueprints, but honestly that's a great question and I'm not sure how it would play out ! probably currently ongoing blueprint production wouldn't be stopped, but you wouldn't be able to queue anymore (i'm not sure how rimworld manages non met prereqs during action)

@Рубака
I don't know rimwrite. If there's no direct compatibility problem, I won't really have the time to add something more.
Рубака 26 mai 2019 la 3:45 
Can add compatibility with rimwrite and use books / scrolls for crafting blueprint?
pgames-food 25 mai 2019 la 19:14 
ah thats ok, its still cool :)
a lot of the early tech is fairly cheap, so i might try and clear through all the neolithic/medieval tech, before adding any more.

btw if i added a mod that also added older tech, what would happen? (would the blueprints made when it was ok, vanish, or just stop me from making more)
LOLKAT_KOMRAD_94  [autor] 25 mai 2019 la 2:02 
Ahah glad to hears its working @pgames-food!

Yeah, if you have a lot of techs it'll be complicated getting to the point of creating your own blueprints. It would be a big exploit to create blueprints to unlock techs from your era, though!

The "blueprint creation" is a feature thought up to make Research characters still interesting when there are no more techs to research as an income source :)
pgames-food 24 mai 2019 la 19:11 
hi just some feedback for you to mention that it has been working pretty well so far,
some traders have some, and also a raider leader from time to time :)

i never seem to have enough silver on hand to be able to buy many, but i did get a few so far :)

the only slight tricky thing i have noticed, (as someone who just "keeps on adding interesting mods") is that the more interesting things i add, the amount of "tech" in each Era, like neolithic or medieval etc, just keeps on growing, to the point where it seems like i can never actually make a blueprint of my own, since i never get to complete all research in an era :)
LOLKAT_KOMRAD_94  [autor] 22 mai 2019 la 10:52 
I don't really have the time to check ingame if it works, but if you encounter any problem I'll take a look at it !
Lotus Elise 22 mai 2019 la 6:02 
hm.... i asked because only first one research is available on Research Tree, ResearchPal or at vanilla ui window... all other rimatomics research projects are in rimatomics research bench ui only. hope it works.
LOLKAT_KOMRAD_94  [autor] 22 mai 2019 la 5:28 
Hey @Lotus Elise, i checked out the Rimatomics page, and it should work with it.

If you do encounter any kind of problem, please tell us and we'll have a look ! :)
Lotus Elise 22 mai 2019 la 4:35 
is it works with rimatomics?
LOLKAT_KOMRAD_94  [autor] 14 mart. 2019 la 4:52 
No problem, my pleasure ! :)
pgames-food 13 mart. 2019 la 18:54 
ok many thanks, komrad :)
LOLKAT_KOMRAD_94  [autor] 12 mart. 2019 la 3:32 
Hi @pgames-food, so as far as I know it should work with existing games! It won't break them, that's for sure (but as always with mods, always back-up a save).

If you do run into any problem, please let us know and we'll take a look at it.
pgames-food 12 mart. 2019 la 3:15 
hi, can this be added to existing game? i saw some other comments mention it works with lots of mods, but wasnt sure about existing games
LOLKAT_KOMRAD_94  [autor] 31 ian. 2019 la 12:06 
It's been in a while :)
LOLKAT_KOMRAD_94  [autor] 30 ian. 2019 la 0:41 
:D
IceMaverick 29 ian. 2019 la 20:35 
Oh sweet. Thanks @Ashnal for the fix and thanks to the devs for a quality mod idea. Guess I'll go slap Research Tree on now. Glad that I don't have to deal with the vanilla tech tree looking like tangled fish wire anymore.
LOLKAT_KOMRAD_94  [autor] 29 ian. 2019 la 13:01 
Yep it works with Research Pal & Research Tree now (thanks again to Ashnal's work!) :D
IceMaverick 29 ian. 2019 la 11:22 
The issue I was having was that Research Tree and ResearchPal weren't working with this mod enabled so I've just been using a vomit-pile vanilla research tree for my 250+ mod list because I wanted the contents of this mod.
Does that mean that Ashnal's revision makes this compatible with those mods?
LOLKAT_KOMRAD_94  [autor] 29 ian. 2019 la 1:27 
@IceMaverick It's a rewrite of the main class using Harmony to patch prerequisites for the Blueprint Creation techs without Research Tree and ResearchPal freaking out about the numerous prereqs.
It shouldn't change the mod order (in theory). Are you having some problems ?
IceMaverick 28 ian. 2019 la 22:54 
So I do like to keep track of mods that enjoy borking my load order and it seems that something has been done here... What exactly does Ashnal's commit change?
LOLKAT_KOMRAD_94  [autor] 19 ian. 2019 la 6:20 
@Ashnal - thanks a bunch for your help, the changes were merged and have been uploaded :)
LOLKAT_KOMRAD_94  [autor] 27 dec. 2018 la 11:05 
I saw the notification for the pull request, I'll go over it as soon as my head is clear! :) (Caught some kind of bug I think (during Christmas holidays, ofc ahah))
Ashnal 26 dec. 2018 la 16:00 
Alright, pull request submitted :)
Tell me if I messed anything up.
Ashnal 21 dec. 2018 la 10:33 
Will do ... I've only submitted one pull request before, hopefully this one goes alright.
LOLKAT_KOMRAD_94  [autor] 21 dec. 2018 la 8:26 
Ashnal, feel free to put in a pull request on the github :)
Ashnal 20 dec. 2018 la 17:16 
Already started on a patch, I'll keep you updated :)
Ashnal 20 dec. 2018 la 16:40 
Perhaps you could make a custom check in C# that checks for blueprint availability? Patch Verse.ResearchProjectDef.PrerequisitesCompleted get. Have a mod extension for your research project defs to indicate to the patched method to handle them differently. Have another check that if it is one of your defs, check completion of all era techs. Considering writing this myself ...
Smuffle  [autor] 20 dec. 2018 la 10:15 
@Ashnal the problem with that is that it would easy to abuse creation of techs to discover the remaining tech of that tech era.

We have compatibility issues with mods that alter the research tree, but I'm not sure how we can fix that yet.