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Error in CompUseEffect: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 86DEED8D]
at RimWorld.ResearchManager.SetCurrentProject (Verse.ResearchProjectDef proj) [0x00000] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at TBnRE.Utility.BoostResearch (Verse.ResearchProjectDef& chosenResearchProject, Verse.Pawn usedBy, System.Single researchPercentage) [0x000c2] in <058807745cad4f08b71c5d5a67f12de0>:0
at TBnRE.CompUseEffect_UnlockTechnology.DoEffect (Verse.Pawn usedBy) [0x0006d] in <058807745cad4f08b71c5d5a67f12de0>:0
at RimWorld.CompUsable.UsedBy (Verse.Pawn p) [0x0007e] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- PREFIX syrus.hmschoice: Boolean HMSChoice.HarmonyPatches:CompUsable_UsedBy_Prefix(CompUsable __instance, Pawn p)
TBnRE: researchPercentage = 0.2
TBnRE: ChosenResearchProject.CostApparent = 1000
TBnRE: ResearchGainAmount = 200
TBnRE: Storyteller = 0
TBnRE: ResearchGainAmount (adjusted) = Infinity
But then then I set it to 100%, it is also not working.
TBnRE: researchPercentage = 0.2
TBnRE: ChosenResearchProject.CostApparent = 1000
TBnRE: ResearchGainAmount = 200
TBnRE: Storyteller = 1
TBnRE: ResearchGainAmount (adjusted) = 24242.42
When I open the research window, it says I have NaN / 1,000 of the research done.
When I open my save file and look at the research section, all the values should be numerical, but it says NaN for some of them.
<li>600</li>
<li>500</li>
<li>NaN</li>
<li>0</li>
<li>800</li>
<li>500</li>
Would be better if can do reverse research regardless of this limitation
https://steamcommunity.com/sharedfiles/filedetails/?id=2566455429
like, an option to have techs researchable only via blueprints + quests for obtaining them.
so once you advance in era it lets u learn research from that era, thats why I couldnt use blueprints until i advanced in my tech era. I started as tribal and advancing to medieval lets me use medieval BP, but now I also cant build the tribal hoopring object. So its definitely that mod that prevents using the BPs from this mod
hello there just updating to let you know the mod in question makes tech era a big thing, so once i researched the tech that made me medieval essentially advancing beyond neo age, i can now use medieval BP
{LINK REMOVED}https://drive.google.com/file/d/17uWQtb2GYzqQpXXxjQbnTVqkWeU2afAd/view?usp=drive_link
heres my modlist too
{LINK REMOVED}https://drive.google.com/file/d/16fITLg2x3TnTqU6S6QimuefzFLakFCb-/view?usp=drive_link
My mod queries the game database to find technologies available for research. If other mods interfere with that, it may cause the issue you described
research tree, research info, research reinvented, and no starting research. I use rimpy autosort, but I will report back after moving this to the bottom of my modlist. Otherwise one of those has to be the conflict?
There's probably some mod conflict.
Do you have any research-related mods? Also, try moving the mod lower in the modlist plz
Because I have medieval, industrial and space blueprints and cannot use any blueprints at all. Its just greyed out saying "No available technology"
And yes, you can use neolithic blueprints only to research neolithic tech, medieval only for medieval, etc.
Does the cost of the 'understanding' research cost decrease the more research I learn in that tech tier? Or is it static and high no matter what?
Do you have technologies of the same level as the blueprint available to research in a regular way? if you do, then blueprints should work to grant you progress.
I was thinking I might spawn in some level 20 in everything pawns and try researching a little bit of everything at 4x speed,
but at a glance, i feel like this mod should be ok because it doesn't touch the base research system that much, does it? It mostly focuses on the R n D bench?
Would this work with this mod?
When you reverse engineer an item, the percentage of research progress you get is already modified by many things: the item's durability, and quality to name a few.
I don't want to make it too complicated for the users to foresee how much progress they can get in return by reverse engineering the items.
I'll reread your suggestion later when I have more spare time, but I make no promises about the implementation.
Cheers!
Sounds like a bug or mod conflict. Do you have any research mods that change research or research UI?