RimWorld

RimWorld

Lost Technology Core
98 Comments
AFBECD Jun 14 @ 8:28am 
我通过原有的文件,更新的1.5版本,需要的朋友们,可以去订阅,我没有联系到YAYO,如果YAYO不允许,我将删除。 https://steamcommunity.com/sharedfiles/filedetails/?id=3498826555
Ethan Mar 7, 2024 @ 10:43pm 
Yep, this aint being added to my next playthrough. There are thousands of mods on here, and this is the best you can do? I'd be ashamed of myself if I were you tbh, at least add some functionality with CE... at the very least...
Aef Sep 16, 2023 @ 12:58am 
Hi ! Could this error refer to your mod

Could not resolve cross-reference: No RimWorld.FactionDef named PlayerLostTechnology found to give to RimWorld.ScenPart_PlayerFaction RimWorld.ScenPart_PlayerFaction
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)

https://gist.github.com/HugsLibRecordKeeper/63268ea2620bd76b9d858c88550af589
telardo  [author] Jun 25, 2023 @ 5:34am 
@Ogre I can't, Steam doesn't allow contributor to upload
Logovore Jun 25, 2023 @ 12:01am 
@telardo - but could you update it so the version mismatch doesn't confuse people?
界周杰伦 Feb 5, 2023 @ 5:39pm 
1.4plz
this is a profile name Jan 8, 2023 @ 5:35pm 
I can't seem to find the settings menu for this mod, does it still appear in 1.4?
telardo  [author] Jan 2, 2023 @ 3:02am 
@Riei IIRC, there is an option allows you to do so.
Helios Jan 2, 2023 @ 2:13am 
Is there a way to apply this mod to only specific tech levels ?

Was planning on a playthrough in a medieval world built on top of a glitterworld, so normal people cant research past medieval without these "words of the ancients gods"(techprints)

if not anyone knows anyhthing that would allow it?
telardo  [author] Dec 10, 2022 @ 2:48am 
It's functional in 1.4. Ignore the version warning.
LeeYuu Dec 9, 2022 @ 12:22pm 
1.4plz
长弓不拉墙 Nov 20, 2022 @ 5:55pm 
1.4plz
迷途愚者 Nov 16, 2022 @ 9:59pm 
1.4 plz
DrewbieTheDestroyer Dec 23, 2021 @ 12:31pm 
Is this compatible with "Arcane Technology" ?
YAYO  [author] Aug 5, 2021 @ 8:35am 
Sinnamon Jul 29, 2021 @ 2:25pm 
하고싶은데 로열티가 없어.. ㅜ
YAYO  [author] Jul 25, 2021 @ 12:28pm 
+Update
1.3
CatSayInk Jul 25, 2021 @ 12:17pm 
ohhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!
PenguinsCanFly Jul 24, 2021 @ 11:59am 
현재 이 모드 쓰면 에러 로그 뜨네요..
CatSayInk Jul 23, 2021 @ 1:15am 
hope 1.3 update
长弓不拉墙 Jul 22, 2021 @ 10:47pm 
1.3 plz
telardo  [author] Jul 18, 2021 @ 11:41am 
@菌丝 I tested it in 1.3 beta, and it works fine. I assume you can use it.
菌丝 Jul 18, 2021 @ 4:16am 
is there going to be an 1.3 update? or can i force use this in 1.3?
Shattered Jun 23, 2021 @ 9:53pm 
Also could you add a config option for only making Techprints necessary for Research that is above the player's current tech tier?
Shattered Jun 23, 2021 @ 1:48am 
Great idea but how do I get Archotech prints?
Lt. Ruben May 12, 2021 @ 11:14am 
i'm a bit sad that this mod now requires royalty dlc for some reason. Also basic research (very first era stuff like pemmican) probably shouldn't require a techprint.
=яενєηąŋŧ= Mar 7, 2021 @ 9:34pm 
@Hohen Might be because the SRTS MKIV is classified as Arcotech level, and even with a pretty significant modlist its the only one in my tree with that level, so it's not a common level to be used. Mod may not have assigned any empires to that tech level because it only seems to be used or referenced in SRTS and TechAdvancing.
SRW0 Mar 6, 2021 @ 3:00pm 
"Great mod that makes research far more interesting, Id recommend setting it up so you only need techprints for anything above industrial." Totally agree, also this adds a currency-sink to the game which counters the currency you get from 'Mending' etc. Great mod, thank you!
Santa Feb 15, 2021 @ 12:20am 
in vanilla specific researches require tech prints @Daeris
Axiom Feb 1, 2021 @ 8:25am 
Oh I think I'm confused with this mod now. I was using this I believe before Techprints were included in the base/vanilla game. Are Techprints actually in the base/vanilla game now, and - if so - how does this mod differ than the way it's handled in the vanilla game?

Personally, I love the way this mod works, with each technology requiring a specific techprint/tech core (or a few, if it's a more advanced technology). Is that how the vanilla setup is now? Or in vanilla can you just research stuff without techprints? If that's the case, what are techprints actually used for in the vanilla game?
Hohen Oct 2, 2020 @ 1:34pm 
@Hyperion If you check Neolithic and Medieval in the option the next time you load up you'll have all the training in those tech levels. You can actually do that for every tech level, in case you know to build nukes but not string a bow.

This is the one error I get on startup:
"Config error in Research_SRTSMkIV: requires techprints but has no heldByFactionCategoryTags."

Nothing else in the logs pertaining to this but https://gist.github.com/HugsLibRecordKeeper/da85b8995c989c133b20744d18cd4b00 there ya go in case you want them.

I haven't ran into any issues besides that one warning and that I've spend a ton of silver.
hYPERION Sep 29, 2020 @ 5:16am 
Great mod that makes research far more interesting, Id recommend setting it up so you only need techprints for anything above industrial. It also works great with other mods.
Hohen Sep 19, 2020 @ 3:09am 
@CrazyOwl I don't know about adding it to an existing game, although I'm fairly certain you can. For gameplay, however, this pretty much makes what you seem to be RPing. I have a few hundred mods and it seems to play well with all of them. Definitely has changed how I play Rimworld forever.

The only mod that may have an issue is SRTS Expanded. I've yet to run across a techprint and there seems to be an error during initial boot up of the game. I can't say for certain as i've only about 50% into my tech tree and it probably just hasn't shown up. I believe it has something to do with "The Genesis" ship being at the Archotech tech level but I am unsure.
CrazyOwl Sep 17, 2020 @ 8:02am 
Great concept, but how does this play with many tech mods? Is it safe to add to an existing save? I have a, sort of, long run with a solo pawn that travels the world and unlocks various tech via visting ruins and finding techprof cores with detailed teachings about different technologies, but im actually forcing myself to follow these artificial rules, as I didnt restrict the usage of research benches and stuff. (Now that I think about it... maybee I can try it out if my current game ends prematurely...). Will it play well in this scenario?
Zeroyue Aug 10, 2020 @ 1:54am 
I love the concept but is there a way for me to know the technology is unlocked without exit the trade screen? Because playing with a lot of mods make it very difficult to remember which technology is bought.
Chad-Thundercock Jul 23, 2020 @ 6:57am 
so basicly just makes it tedious to do research
YAYO  [author] May 31, 2020 @ 5:24am 
update :
Small bug fixes
Improved compatibility issues
Axiom May 30, 2020 @ 3:35am 
Awesome! Thank you for continuously making this mod great. :)
YAYO  [author] May 30, 2020 @ 3:34am 
update:
add option-techprint appearance probability
YAYO  [author] May 30, 2020 @ 2:28am 
update:
Added option to use techprint according to techlevel
Axiom May 28, 2020 @ 2:12pm 
I feel like I'm barely getting any techprint options in my quests. I know I saw some, but I definitely haven't seen any the past few days. Any way for me to make adjustments to the likeliness to get techprints as rewards?
Midnight May 20, 2020 @ 10:09pm 
Could you add the option to only have research projects at a certain tech level and above require techprints?
YAYO  [author] May 20, 2020 @ 8:07am 
According to Tynan, the techprint code will be moved to dlc.
So this mod will be a dependent mod that only works if you own dlc.
YAYO  [author] May 20, 2020 @ 8:07am 
@Daeris
It is not. I think my explanation was lacking.
Axiom May 20, 2020 @ 7:19am 
Oh this is going to become part of a vanilla DLC? Wow that's really cool. I do love the way this makes the game feel; having to acquire the techprints.
YAYO  [author] May 20, 2020 @ 3:22am 
update:
research cost default value : 0.2 -> 0.35
If the completed study is canceled due to a value change, change the value back to 0.2 in the options and reload the savefile.
telardo  [author] May 18, 2020 @ 12:54am 
@Daeris maybe ResearchRal, I dont use both of them, but people said in ResearchTree you can research without techprints. In Pal, adding latter tech to research queue will unlock its prerequisite. Have reported it with Pal's author, but I dont know whether they're fixed. Maybe you should try both of them and find which one you like since they're all save compatible.
Axiom May 17, 2020 @ 12:37pm 
Do you recommend using this with Research Pal or Research Tree? Which one do you think fits it better?
joherofg May 8, 2020 @ 7:15am 
아무것도 연구안한 상태에서 림 퀘진계열의 고급 양조를 연구한 직후에 게임이 멈추는 현상이 있는데 확인해주세요
YAYO  [author] May 7, 2020 @ 3:16am 
update :
Research cost value setting option added (default 20%)
Scenario research rate value 250%-> 100%

With this update, the research cost has been reduced to one-fifth.
This can be too easy as existing play users already have a 250% research rate applied in the scenario.
You can play as it is, but if you want an existing balance
Set the research cost option to 1.0.