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Either way also changed it up to hopefully be a bit more performant if it matters but now every 25 points of progress on a blocker tech it should add 25 * the random progress setting (default 60%) to a random tech on the same tech level as that blocker.
Also had a look at the blank starts and they seem to work fine for me? Are people going into the player faction in the scenario editor and setting it to new tribe/new arrivals and removing any forced techs?
@fridgeBaron I cant exactly recall how you had this set up before, but if I recall correctly it was intended to give you "x%" of progress to a random tech when you finish either a Theory or Understanding research task. The Insights are currently being added in the GameComponentsUpdate loop, so I think each tick is adding an insight to a random research, this might be where your issue lays. Good hunting, the only good bug is a dead bug.
Great to hear your making your own game as well! Fantastic to hear modders going to developers.
This is a bug relating to "Random Insights", intended to give you research points to a random research of the same Era when completing a tech. This seems to have been multiplied by a large value, likely unintentionally, you can resolve it by turning the feature off. Ive found that the 1% option does work balanced enough for my tastes.
If you are like me and had a slider per era for how much research was needed for each advancement, youll need to toggle that off to see the slider setting, as there is no scroll bar to go further down to see the "Research Insights" slider.
Happy trails, hope this helps some.
It doesn't have a problem with researching normal things, but if I research any of the "Understanding"s first... I can basically skip entire eras and learn everything all at once. I can sit and watch the research bar fill up super fast whenever researching one of these. And getting almost everything for free is definitely not the intention.
Anything anyone knows about this or how to fix it?
Not a promise but should have some time after steam next fest ends (oct 21st) to work on it and my other mods.
For me progression is being extraordinary fast, for an example my lvl 11 researcher can research industrial understanding under 1-3 days.
Was playing with this mod in 1.3 and 1.4 and had no issues whatsoever, but now something's off.
I'd appreciate any help regarding this issue!
Quick question though: this should work with VE Tribals tech advancing, right?
Or is "tech advancing" from VE the same as as raising the "tech level" from this mod and there will be a conflict? I ask because I wanna do a medieval run...
When using both RR:SS and Techblock, there is a incompability regarding two researches specifically (so far): "Animal Understanding" (Techblock) and "Lateral Thinking" (RR:SS)
The issue is that both of these researches require one another to progress, so when you start with no research from VFE: Tribals, it doesn't crash right away, however it crashes if you devmode one of these researches, or start with any Core game scenario.
This wasn't a problem on 1.4 (atleast when I last played around 6 months ago?)
(Hugslib can't generate log regarding this issue, but this is everything I've managed to connect. Appreciate if you give a response, good or bad)
e.g. : Start Wild Men scenario from VFE Tribals, end run due to gg (Everything works fine at this point.) Start a new Wild Men scenario and my theory and understanding are at the same levels I had in previous scenario leaving me unable to choose new cornerstones.
You have a spelling mistake in your source code.
In the static constructor of TechBlocker you get references to all defs
the medTheory is aissgned twice, but not the neoTheory (Why not use DefOf, but well)
Also a misspelling in the settings window you are indicating medieval base cost twice, but the first one is actual neolithic base cost
But there are some problem. In this game there are Animal level of technologies exists. It doesn't used by game itself, but it is exists. So, if some mod adds Animal level technologies, they mysteriously became instantly researched by your mod. For example, this happens with new VFE : Tribals.
Is it possible to work with Animal technologies same way as with all others techlevels if there are at least one animal technology created by mods?
Thx a lot if you take the time to patch it !
I let the VE team know and they are fine with how their mod interacts with yours currently but if you wanted to add compatibility for animal level tech that would be awesome. I would just add a Neolithic Theory tech at the cost one 1 after their "Culture" tech. Or just merge the same functionality into the "Culture" tech.
Additionally does anyone know if this will cause issues with Multiplayer cause I'd like to add it to my game with my wife.
- Research Reinvented is fantastic, since it allows to reverse engineer weapons of higher-tiers to speed up the research.
- Ignorance Is Bliss forbids higher-tiered enemies from raiding, until your colony reaches a required tech level. So tribals don't acquire bolt-action rifle on the third day.
- Arcane Technology forbids equipping unresearched weapons (Combat Extended is partly compatible).
- Can't Repair That forbids repairing unresearched buildings.
- Research Reinvented: Stepping Stones adds a number of primitive technologies, making a fulll research tree. It also adds a research spot, that allows for very simple tribal research projects.
1. Gather data (multiple ways to begin the specific preresearch project process - Research Reinvented
2. Tier Progression (no going from building chairs to airships) - Techblock
3. Schematics - Basically what I outlined above. A failsafe for individualized colonist research progress, or as another prerequisite to completing the actual research project. Still a search in progress
4. Finalize Research by building an information empire and selling the blueprints of all you've learned- Technology Blueprints
https://steamcommunity.com/sharedfiles/filedetails/?id=2119687603&searchtext=researchtree
If i could add a request for features it would be to add another, perhaps optional step to research once you've gained the knowledge, but before you can actually begin the research project and that is to draw up schematics for it - that way you can unlock further upgrades, namely those that serve as prerequisites for other technologies. Would fit nicely with individualized research I think. Maybe a failsafe in case your researcher dies - so you dont start all the way from zero progress and are able to continue some progress.
I swapped that around a little bit and found it worked how I imagined it.
Had a bug that happened once and I couldn't reproduce it, so either its still hiding somewhere or somehow fixed it accidentally. Just lemme know and I'll try and squash it again.
This mod overrides Tech Advancing tech level, but Tech Advancing still can be used for discounts on the previous tier.
Android tiers have research [T1 Androids], that can be toggled to Industrial tech level in a settings(it's spacer by default). It actually works, because points price get recalculated.
But it always have [Spacer Theory] prerequisites, even if toggle into Industrial tech level.
Can you please fix that?