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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2920678419
Writing books and researching is done via bills. It is strange that you don't see any bills available. It should show all the tech that your pawns could research or transcribe. Are you running any other mods that interact with research?
As to your other question - these books are schematics that were added into the base game, so they should be available from merchants, as rewards etc. as for the vanilla item class.
Any response is appreciated. (I tried "Life Lessons" but ran into the same problem as mentioned above; no way to learn but to capture people.)
But thanks for the apt responses!
I believe you should always be able to slow-research a tech. Also, the tech in the global pool is not permanently unlocked, it gets recalculated sometimes, like when a pawn learns a new tech or when a pawn dies.
I am also afraid if the tech is perma unlocked that they cannot research the tech the slow way anymore because the visitors "soft-locked" research, meaning I would have to rely on visitors.
The faction tech level is not the only thing that determines the techs generated for a pawn. For instance, if they have a background trait that says as a child they lived on a glitterworld, then their personal techlevel is set to Spacer or Ultra.
You can find the config for the traits in BackgroundTechs.xml
It doesn't cover all the traits, just some of them, if you feel like adding more, contributions are always welcome.
Although I had a mod where higher tech level factions wouldn't attack a colony of lower tech I guess that makes it obsolete.
The reason a tech in unlocked in the global pool when someone visits your colony is so that you could add a corresponding bill that a visitor can craft. The global pool is only used as a filter for bills and construction blueprints to display, your own colonists still wouldn't be able to craft those items without knowledge of the tech.
Also joiners with different backgrounds like Tribal or Medieval factions seems to have Industrial or Spacer tech already randomized and unlocked.
The thought is good, but there's a lot of Jank still.
As I replied to another person before:
Research Reinvented: This one is quite interesting and shouldn't be too difficult to hook into the RR. But if you want anything to be done about it you should contact its developer, see if they are interested, and put them in touch with me.
Should be fixed now.
To narrow things down, you listed bunch of dlc and the mod. Did you try to do it without the dlc, just the mod? Does the issue happen with the regular techs (not from the mod?)
Is it just the wrong name of the book or the actual tech it contains is wrong? Can you
reliably reproduce this bug? If so, could you provide the minimal setup and instructions on how to do it.
3. If you think that using swords is so basic that anyone should be able to do it, you may want to look at "SpecialPawnTechs.xml" file where I provide an example that gives all megascarabs certain techs for the insectoid mod. You can add entry for Humans giving them RR_Use_LongBlades and other techs you deem necessary.
4. You could also tweak the starting scenario settings and add the "RR_Book_RR_Use_LongBlades" and other books with starting knowledge. The "Use" books are rather fast to read.
The thing is people have different ideas what should and shouldn't be used without knowledge, so this mod just aims to provide a general framework. You may want to look at some settings to finetune things to your liking if you haven't done so already. For instance:
1. Setting "Use technology breakpoint" to 0 will disable restrictions on item usage.
2. Setting "Work technology breakpoint" to 0 will allow pawns to craft things even without knowledge but with a speed penalty controlled by "Minimal work speed" setting.
Can you give an example of an item that the pawn equips bypassing requirements.
Is it an armor/weapon or clothing.
If it is armor/weapon then I think it's an issue with the "auto apparel pickup" mod, glancing at the code they don't do CanEquip check at all.
If it is a clothing, then it is an issue with RR mod. When you right click an item to wear clothing it will say "Can't equip" but the pawn will still be able to pick it up and wear it by itself.
I'm still not decided whether to impose research restrictions on wearing simple clothes. But I'll fix it one way or another.