Don't Starve

Don't Starve

Long-range Research
36 Comments
Ultroman the Tacoman  [author] 18 Jun, 2024 @ 3:23pm 
@Silver. the Absol: Thanks for reporting! <3 I will take a look, and see what I can do to fix it.

Best regards, Ultroman the Tacoman
Silver. the Absol 11 Jun, 2024 @ 6:44pm 
I don't know if the author will see this considering a whole year with no activity since the last update, but specifically in Hamlet compatible worlds, the Piratihatitator (im assuming the Prestihatitator has the same problem) does not grant the player access to teir 1 magic crafting while the mod is on, only a Hogus Porkusator made in a Hamlet world does so. turning off the mod allows the Piratihatitator to work correctly in hamlet compatible worlds.
Ultroman the Tacoman  [author] 20 May, 2023 @ 5:18am 
UPDATE:
- Updated to accommodate changes in the game's code.

Still haven't found out what's up with the Renovate Tab :(

Best regards, Ultroman the Tacoman
Ultroman the Tacoman  [author] 5 Oct, 2020 @ 3:42am 
@Mugen: "Renovate Tab"? How many darn tabs are they going to make? xD
I'll look into it. Thanks for the bug report!

Sincerely, Ultroman the Tacoman
onebunchmugen 5 Oct, 2020 @ 2:44am 
Renovate tab seems to disappear with this mod. Other than that mod is great but i have to deactivate mod when im renovating :((
Ar-Kane 14 May, 2019 @ 8:11pm 
Yep seems to be all fixed now ... TY again sir.
Ultroman the Tacoman  [author] 14 May, 2019 @ 7:46pm 
UPDATE:
- Fixed Alchemy Engine and Science Machine not adhering to their settings properly.

Note: Your setting for the Alchemy Machine will have been reset to "Short".

Again, THANKS TO Ar-Kane FOR REPORTING :D <3

Sincerely, Ultroman the Tacoman
Ar-Kane 14 May, 2019 @ 7:09pm 
TY much for the update ... no longer crashes :D
Another small bug tho the distance on the Alchemy machine seems to be stuck on normal no matter weather you set it to long or not.
Thanks again.
Ultroman the Tacoman  [author] 14 May, 2019 @ 5:41pm 
UPDATE:
- Conformed to new Hamlet code structure (fixes crash reported by Ar-Kane).
- Added range setting for Key to the City.
- Prototypers within range should now turn on, so you can see which are within your range.

PLEASE REPORT BUGS AND CRASHES!!! I don't play anymore, and this was a pretty substantial change to the code, and I can only test so much. I rely on you, THE PEOPLE, to tell me if you run into bugs.

HUGE thanks to Ar-Kane for reporting this new Hamlet bug <3

Sincerely, Ultroman the Tacoman
Ar-Kane 14 May, 2019 @ 1:31pm 
NP thanks for the great mod :)
Ultroman the Tacoman  [author] 14 May, 2019 @ 12:31pm 
@Ar-Kane: Thanks for reporting!!! I'm on it!

Sincerely, Ultroman the Tacoman
Ar-Kane 14 May, 2019 @ 5:47am 
Mod causes a game crash when you enter the room with the key to the city(city building unlock) in Hamlet .... you can disable the mod and get the key but when you turn it back on it crashes every time.
Ultroman the Tacoman  [author] 1 Jan, 2019 @ 5:45am 
UPDATE:
- Fixed crash in Hamlet.

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 17 Dec, 2018 @ 2:17pm 
@Insatiable_Octopus: Thank you very much :D I hope it brings you much joy.
Octopus 16 Dec, 2018 @ 6:45pm 
Thanks, great mod.
Ultroman the Tacoman  [author] 11 Dec, 2018 @ 9:39pm 
@Rea: Thank you very much! That brings joy to my heart :) I hope you enjoy it.
xafxaf 11 Dec, 2018 @ 9:01pm 
good work :)
Ultroman the Tacoman  [author] 28 Nov, 2018 @ 8:41am 
UPDATE:
- Should now be compatible with the Hamlet DLC

PLEASE REPORT BUGS! I don't have time to play at the moment, since I'm doing my master's degree, but I try to keep my mods updated. They will all be updated for Hamlet within the next few days, but I only have very little time to test them.

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 21 Nov, 2018 @ 3:33am 
UPDATE:
- Fixed crashes in DS and RoG resulting from the last update. SW was not affected.

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 27 Oct, 2018 @ 4:52pm 
UPDATE:
- Made mod future-proofed and more compatible with other mods which add content, by making the reading of the available tech types (science, magic, ancient, shadow etc.) generic, so it'll always include all available types, also customly added ones, when generating a new tech tree.

PLEASE do tell me of ANY bugs you experience with this mod! :D

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 27 Oct, 2018 @ 12:02pm 
UPDATE:
- Made separate settings for the Obsidian Workbench and the Sea Lab.

- Fixed a long-standing bug, which made all machines only adhere to the "Normal" setting, and never the "Long" setting. Sorry about that!

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 20 Aug, 2018 @ 5:13pm 
Just went through the game code, to ensure that this mod still works as intended.

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 6 Jan, 2018 @ 12:05am 
UPDATE:
Maintenance update, because of changes in original game code.

HAPPY NEW YEAR!

Sincerely, Ultroman the Tacoman
Ultroman the Tacoman  [author] 24 Mar, 2017 @ 10:41am 
Don't see why it shouldn't :) Let me know if it doesn't.
*Yuki* 24 Mar, 2017 @ 1:58am 
is it still work?
Ultroman the Tacoman  [author] 17 Jan, 2016 @ 12:25pm 
@XtremeG:
Thank you very much for the kind words :D
I make a big deal out of making all my mods configurable, so they can just "bend" the game to your liking, instead of forcing you to overdo it and effectively "break" the game for you, like many mods do.

Check out some of my other mods. You should find something you'll like ;)
XtremeG 17 Jan, 2016 @ 9:41am 
Really great mod man, I always wanted something like that.
And great touch making it configurable so it can be really OP or not.
REALLY usefull!!!!! 10/10
Ultroman the Tacoman  [author] 9 Jan, 2016 @ 7:15pm 
You are very welcome! Thank you so much for taking the time to write that. It means so much! You just made all the hard work worth it :D
colinthomas 9 Jan, 2016 @ 10:59am 
Thank you so much for making this mod! Definately one of my favorite mods along with sanity tuner!!!
Ultroman the Tacoman  [author] 1 Jan, 2016 @ 8:09am 
"Long-range Research" is now compatible with Shipwrecked. The "Prestihatitator" setting also applies to the Shipwrecked replacement "Piratihatitator".
Enjoy!
Ultroman the Tacoman  [author] 30 Dec, 2015 @ 3:32pm 
I'll update for Shipwrecked within the first three days of the new year. Stay tuned.
Ultroman the Tacoman  [author] 14 Jun, 2015 @ 8:58am 
Update 0.0.9
Truth be told, the mod has become something entirely different with this new update. Players can now benefit from several machines/techtrees at once (not possible with the original game code). Also, there are now separate range settings for machines you want to be able to use at close range, and the ones you want to be able to use from a long range.
Ultroman the Tacoman  [author] 13 Jun, 2015 @ 6:11pm 
Awesome update coming one of the next few days! A completely revamped version of the mod, with settings for each kind of machine!

Stay tuned!
Ultroman the Tacoman  [author] 5 Jun, 2015 @ 12:46pm 
I've been going through the original code, and it seems you're limited to have one techtree active at a time, and it's not even necessarily the one you're closest to, though that seems to be the case most of the time. I'm doing a rewrite of the original code, to include the tech-levels (science, magic and ancient) from all the prototypers available within the set range.
Stay tuned!

For now, if you want to be able to prototype all things from both science machine and alchemy machine at the same time, simply destroy your science machine. The alchemy machine will let you prototype anything from the science machine anyway!
Ultroman the Tacoman  [author] 14 May, 2015 @ 8:53am 
Thanks! I'll do that
Mr.Kekovsky 14 May, 2015 @ 7:28am 
My advise is to add more screenshots,so peopole could understand how the mod acts