RimWorld
Lost Technology Core
98 comentarii
AFBECD 14 iun. la 1:28 
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 7 mart. 2024 la 15:43 
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 15 sept. 2023 la 17:58 
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  [autor] 24 iun. 2023 la 22:34 
@Ogre I can't, Steam doesn't allow contributor to upload
Logovore 24 iun. 2023 la 17:01 
@telardo - but could you update it so the version mismatch doesn't confuse people?
界周杰伦 5 febr. 2023 la 10:39 
1.4plz
this is a profile name 8 ian. 2023 la 10:35 
I can't seem to find the settings menu for this mod, does it still appear in 1.4?
telardo  [autor] 1 ian. 2023 la 20:02 
@Riei IIRC, there is an option allows you to do so.
Helios 1 ian. 2023 la 19:13 
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  [autor] 9 dec. 2022 la 19:48 
It's functional in 1.4. Ignore the version warning.
LeeYuu 9 dec. 2022 la 5:22 
1.4plz
长弓不拉墙 20 nov. 2022 la 10:55 
1.4plz
迷途愚者 16 nov. 2022 la 14:59 
1.4 plz
DrewbieTheDestroyer 23 dec. 2021 la 5:31 
Is this compatible with "Arcane Technology" ?
YAYO  [autor] 5 aug. 2021 la 1:35 
Sinnamon 29 iul. 2021 la 7:25 
하고싶은데 로열티가 없어.. ㅜ
YAYO  [autor] 25 iul. 2021 la 5:28 
+Update
1.3
CatSayInk 25 iul. 2021 la 5:17 
ohhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!
PenguinsCanFly 24 iul. 2021 la 4:59 
현재 이 모드 쓰면 에러 로그 뜨네요..
CatSayInk 22 iul. 2021 la 18:15 
hope 1.3 update
长弓不拉墙 22 iul. 2021 la 15:47 
1.3 plz
telardo  [autor] 18 iul. 2021 la 4:41 
@菌丝 I tested it in 1.3 beta, and it works fine. I assume you can use it.
菌丝 17 iul. 2021 la 21:16 
is there going to be an 1.3 update? or can i force use this in 1.3?
Shattered 23 iun. 2021 la 14:53 
Also could you add a config option for only making Techprints necessary for Research that is above the player's current tech tier?
Shattered 22 iun. 2021 la 18:48 
Great idea but how do I get Archotech prints?
Lt. Ruben 12 mai 2021 la 4:14 
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= 7 mart. 2021 la 14:34 
@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 6 mart. 2021 la 8:00 
"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 14 febr. 2021 la 17:20 
in vanilla specific researches require tech prints @Daeris
Axiom 1 febr. 2021 la 1:25 
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 2 oct. 2020 la 6:34 
@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 28 sept. 2020 la 22:16 
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 18 sept. 2020 la 20:09 
@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 17 sept. 2020 la 1:02 
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 9 aug. 2020 la 18:54 
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 22 iul. 2020 la 23:57 
so basicly just makes it tedious to do research
YAYO  [autor] 30 mai 2020 la 22:24 
update :
Small bug fixes
Improved compatibility issues
Axiom 29 mai 2020 la 20:35 
Awesome! Thank you for continuously making this mod great. :)
YAYO  [autor] 29 mai 2020 la 20:34 
update:
add option-techprint appearance probability
YAYO  [autor] 29 mai 2020 la 19:28 
update:
Added option to use techprint according to techlevel
Axiom 28 mai 2020 la 7:12 
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 20 mai 2020 la 15:09 
Could you add the option to only have research projects at a certain tech level and above require techprints?
YAYO  [autor] 20 mai 2020 la 1:07 
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  [autor] 20 mai 2020 la 1:07 
@Daeris
It is not. I think my explanation was lacking.
Axiom 20 mai 2020 la 0:19 
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  [autor] 19 mai 2020 la 20:22 
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  [autor] 17 mai 2020 la 17:54 
@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 17 mai 2020 la 5:37 
Do you recommend using this with Research Pal or Research Tree? Which one do you think fits it better?
joherofg 8 mai 2020 la 0:15 
아무것도 연구안한 상태에서 림 퀘진계열의 고급 양조를 연구한 직후에 게임이 멈추는 현상이 있는데 확인해주세요
YAYO  [autor] 6 mai 2020 la 20:16 
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.