RimWorld

RimWorld

More Multi-Analyzers
43 Comments
Happycam  [author] 20 Jul @ 10:42pm 
Thx fam!
kongkim 20 Jul @ 3:02pm 
@Happycam @loklan
I have added patch to Research Data with support for this mod :)
loklan 20 Jul @ 1:06am 
Yeah that makes sense, Kongkim the dev of research data replied to my msg over there so they're on it. I've been doing a bunch of patches for my 1.6 modlist and will be sharing them around, what a great community rimworld has!
Happycam  [author] 19 Jul @ 11:57pm 
Thats really cool, will check it out later on. I noticed you notified them about this patch too. Usually it's preferable for the patches to be within the main mod, and given they have done patches for other mods as well for expanded compat, I'll wait and see if they can add it into their mod. Otherwise I'll go and check it out on my end if need be. Nice job Loklan, you should def make some mods of your own, would love to see more new faces around!
loklan 19 Jul @ 2:40am 
gday mate, love this mod, cleanest textures on the workshop, you can really get a lab popping with all these different analyzers. i made a patch so that your analyzers use analyzer data and archotech data from the research data mod as fuel (except the shard analyzer, that uses shards as fuel). https://pastebin.com/y1UMFCX9
cheers!
Happycam  [author] 15 Jul @ 11:54pm 
Will look into it.
NIMSQUID 15 Jul @ 10:33pm 
Cant construct the shard analyzer, colonist has a construction skill of 20 but it says skill too low
Lich King 11 Jul @ 9:07pm 
sweet
Happycam  [author] 10 Jul @ 1:36am 
I have added a new feature alongside the 1.6 update where you can now have techprint research require the Techprint Multianalyzer. This is enabled by default but can be disabled via the mod options. Enjoy!
Happycam  [author] 20 Sep, 2024 @ 12:19pm 
Спасибо!
Andromeda 17 Sep, 2024 @ 3:58am 
Концептуально отличный мод!:steamthumbsup:
Happycam  [author] 16 Sep, 2024 @ 11:46am 
Thx fam!
The Blind One 16 Sep, 2024 @ 12:11am 
Quality art as always Happycam.
Happycam  [author] 12 Sep, 2024 @ 12:28pm 
True, I do underestimate some things time to time. Also not sure how I’d implement that or code that in, the code is pretty basic as is. I do think having tech print research require the tech printer might be a better and easier implementation but that would again require lots of patching for other mods that require tech prints and might not work with the Configurable Techprints mod I personally use without making some form of assembly or something of the sort to autodetect tech print research. Will look into it thou perhaps if this mod gets enough subscribers.
nikita150u 10 Sep, 2024 @ 10:12pm 
"I doubt people will allocate so much space to analyzers" dude, my 16x27 research room intend to disagree with you


It would be great if techprint analyser to work by fueling it with techprints. Since Tynan game treats players to get techprints so it may be pretty rewardable. But i understand your patching avoidance.

Great mod btw.
Happycam  [author] 9 Sep, 2024 @ 6:25pm 
np, hope you have fun with it your next game!
lansones 9 Sep, 2024 @ 12:50am 
Ohh okay I see, still thank you for this mod <33
Happycam  [author] 8 Sep, 2024 @ 6:13pm 
As stated below, would be too intrusive of a mod than what was originally intended and would require a lot of patches to be made (niche mods may also be overlooked and from past experience people don't really know how to make an actual bug report so I'd rather avoid compatability issues). I tried doing something with techprints but that itself would also make the mod require the Royalty DLC which is why alot of modders don't really touch techprints unless its specifically about techprints and the DLC.
lansones 8 Sep, 2024 @ 9:17am 
I think it would be a good addition or at least an option to have exclusive multi-analyzers. At first, I thought that when I built a multi-analyzer from this mod, I wouldn't need to build the analyzer from the base game.
Echo Ichor 7 Sep, 2024 @ 1:38pm 
That's fair. Still a lovely addition.
Happycam  [author] 7 Sep, 2024 @ 9:44am 
Sadly not but to make it work it would require alot of patching both for the vanilla game and for mods. I am able to make it so that certain research require the new analyzers, which I did for the "Advance MA" research which requires the large analyzer, but I didn't want it to be too intrusive of a mod.

Also all the multi analyzers stack so building all analyzers in a fully dec'd out lab will give you a whopping 400% boost. (I doubt people will allocate so much space to analyzers however, and their range isn't that big regardless so it would be pretty space and power heavy.)
Echo Ichor 6 Sep, 2024 @ 8:43pm 
I will say that it appears that these do not meet the multi-analyzer requirement for things that need it, like Fabrication research--at least the 25% boosting one doesn't. Would be nice if they counted.
B.I.G German Guy 6 Sep, 2024 @ 1:47pm 
there should be a Shard boosted Archotech thing thath gives 250%
Echo Ichor 5 Sep, 2024 @ 11:15pm 
You know, that's fair, actually. They do tend to be trickier to get. Shards are a bit easier.
Happycam  [author] 5 Sep, 2024 @ 10:23pm 
Techprint Analyzer just adds the 10% boost, nothing special. Just thought it would look nice alongside the vanilla multi-analyzer thats also 2x2. Also thx Deimos, def prefer the new changes personally too, def alot more balanced. I heard the archite capsules are alot harder to get than shards hence the change.
Echo Ichor 5 Sep, 2024 @ 12:31pm 
Okay, I liked the look of the mod but was not thrilled with the size of the boost for the last two. This, though? Perfectly balance--in my opinion. 100% feels much better than 250%. I may have liked five archite capsules instead of three, but that's just me. Amazing. Thank you. For science!
Flash2 5 Sep, 2024 @ 2:09am 
What is the Techprint-Analizer for? Does it do anything aside from the 10% research bonus?
Happycam  [author] 4 Sep, 2024 @ 10:59pm 
A single workbench can have 6 multi-analyzers with their boost stacking together. (Vanilla + the 4 new analyzers, a research bench can have 2 large analyzers at once unlike the others with 1). I haven't checked however if they it works the other way and that one analyzer will work for multiple benches. The mod follows the same game mechanics as the vanilla multi-analyzer so if the vanilla one will work for multiple benches, so will these.
realkiwihours 4 Sep, 2024 @ 1:06pm 
can you stack the benches?
Happycam  [author] 3 Sep, 2024 @ 7:21pm 
Thanks fam and no problem!
ChainmailPickaxe 3 Sep, 2024 @ 6:52pm 
Appreciate the quick update! This is a nice lightweight mod and I'll definitely be using it, especially after the balance tweaks! Keep up the good work, I also grabbed some of your other mods that were similar to this one! :)
Happycam  [author] 3 Sep, 2024 @ 6:07pm 
Update:
- New Research Project "Advance Multi-Analyzers" (6K Research Points Required, Ultratech Level, Requires Regular & Large MA To Research, Unlocks Shard & Archo MA).
- Shard & Archo MA Nerfed to 100% Research Boost Instead Of Original 250%.
- Shard MA Requires 5 Shards Instead Of Original 3.

Clarification:
Just to also clarify since this wasn't mentioned prior on the stat cards or in comment section, but the Shard and Archo MA has a construction skill requirement of 16, meanwhile the large and techprint ones had a construction requirement of 10. If you are wondering if this is a recently added change, it isn't, I just forgot to add it to the stat cards.
Happycam  [author] 3 Sep, 2024 @ 6:07pm 
Thanks everyone for your feedback and support, and I hope everyone enjoys the new changes. Since some wanted 125% while others wanted 75% speed boosts, I decided to compromise and simply put it to 100%. I am however content with the current speed boosts with the other multi-analyzers and given that Archotechnology is considered beyond human comprehension, I think the massive jump from 25% to 100% is imo pretty reasonable.
ChainmailPickaxe 3 Sep, 2024 @ 2:38pm 
@Sillicat The archite capsules are definitely somewhat pricey, but the shards absolutely are not. On standard anomaly settings (and even with Ambient Anomaly standard settings), you can get three of them relatively easily with not much effort and without needing to research anything.
Sillicat 3 Sep, 2024 @ 1:29pm 
seeing all the feedback from the other players, 250% boost from each analyzer seems alot but i think when you get both of those analysers you basically got through the whole game, especialy with the archite capsules! though this is still just an opinion as i havent even played with the mod right now, just looking at it (but it sounds interesting enough!)
Lich King 3 Sep, 2024 @ 1:04am 
@interlamer i feel like the archo should be maybe 125% but i do agree 250% is alot and combined with other mods you can get that even higher. the large should probley be 50% than shard being 75%-100% and archo being 125%

or having techprint be 50%, large 75%, shard 100%, and archo being 125%
interlamer 3 Sep, 2024 @ 12:32am 
I agree with ChainmailPickaxe. 250% each ?! Personally, I believe that 50%, maybe 75% at max would be better. As it is, I don't think I am going to use it.
ChainmailPickaxe 3 Sep, 2024 @ 12:06am 
250% is pretty unbalanced for the Archo and Shard Analyzers. The jump from 25% fron the large one to 250% is a lot. Those ones should be like 75% or so at most, maybe even less for the Shard analyzer because three shards are really easy to come by in casual early/mid game Anomaly progression. That would also help bridge the gap between Large and Archo analyzers.

Ideally, I'd like to see the ability to customize the buff from these analyzers so that one can choose to play with the OP ones or switch to a more balanced layout.

Otherwise, great little mod!
Kokorocodon 2 Sep, 2024 @ 6:58pm 
Oh, this is fire
Hamacelos 1 Sep, 2024 @ 7:38am 
shouldn't the techprinter analyzer require a techprint too?
wydscum 31 Aug, 2024 @ 10:27am 
thank youu
Xalimur 31 Aug, 2024 @ 1:50am 
Nice
Myphicbowser 31 Aug, 2024 @ 1:45am 
Finally, I can make my lab more lab like!