RimWorld

RimWorld

Research Reinvented: Stepping Stones
310 Comments
veoba Sep 22 @ 2:28pm 
Are you going to update mod after CE released stable version? Getting errors:
https://gist.github.com/HugsLibRecordKeeper/85c2ff9ce3476876756e9e0303575ef7
Vinni Pukh Sep 1 @ 8:42pm 
Is this mod compatible with GonDragon's Tech Tree? I noticed some red errors and was wondering if there was a way to solve them :)

https://gist.github.com/HugsLibRecordKeeper/53b00a9edc46ade12de47374cee5ad92
tanyfilina Aug 30 @ 9:50am 
When I start as a tribe with VFE Tribal, I have RR_BasicCraftingFacilities already researched. How can I change that?
Lemniscate_Mike Aug 22 @ 8:15pm 
Idk if it's possible from you, but could you add a patch or something so loincloths and chest wraps from UnderWhere aren't locked behind any research?
Or maybe just behind organization?
Vanilla Expanded Tribals kinda muddies that up a bit, getting full clothes before just simple coverings.
Lemniscate_Mike Aug 19 @ 2:09pm 
@PeteTimesSix Yeah, I'm an idiot. I had Completely Clueless installed when I did my first two attempts which removed them.

Thanks for letting me know though!
veoba Aug 19 @ 1:28pm 
And what about dev branch?
PeteTimesSix  [author] Aug 19 @ 12:52pm 
@veoba That's all because Combat Extended changes/removes those defs before Stepping Stones get there. Given that CE's not officially done for 1.6 yet, I've not written the necessary patches to handle it yet either.

@Lemniscate_Mike This is intentional and also the case with just VEF: Tribals. Because you need campfires to do the brainstorming ritual.

@MR. Pickle Chips Surgery gating can be configured in the settings. The relevant techs are Simple apparel, Prosthetics and Penoxycyline on normal, and Medicinal herbs, Complex clothing and Drug production on easy.
veoba Aug 19 @ 12:08pm 
Got bunch of errors - Have a problem with this mod:
https://gist.github.com/HugsLibRecordKeeper/0137cd872547d0d4f649f39dc9c8a8c7
Rows: from 3609 to 3622
Mod places them to earlier. Like - flamethrower with bows, lol.
Lemniscate_Mike Aug 12 @ 6:34pm 
Here's an interesting one for y'all: Whenever I start a tribal run I, for some reason, already have Organization and Fire already done. . .

Anyone experience something similar?
MR. Pickle Chips Aug 12 @ 12:23am 
otherwise this is a 10/10 mod! plays well with most other mods ive used with it too
MR. Pickle Chips Aug 12 @ 12:21am 
how do i install organs and drill arms? ive got sterile tiles got prosthetic ... i dont understand whats keeping from installing this drill arm?
PeteTimesSix  [author] Aug 8 @ 12:21pm 
@Semkay.
See below, its a feature. Unfortunately there's little I can do to make it more discoverable, since Rimworld doesn't show surgeries (or any recipe, for that matter) at all until it's unlocked.
Semkay Aug 8 @ 2:03am 
I couldn't install organs and I found out that it happened because of this mod (started a new colony with this mod turned off and the problem was fixed).
NyxHyperion Aug 4 @ 12:13pm 
hmmm it feels like i toggled the settings and all of a sudden it appeared. Its possible Penoxycyline was not complete when i toggled the setting, and then completed and i swapped back to normal and it appeared.
PeteTimesSix  [author] Aug 4 @ 11:31am 
@GoblinEngineer @NyxHyperion

Huh, could have sworn I put that all in the tooltips but I guess it never made it in. It'll be in the next version, but until then the relevant techs are Simple apparel, Prosthetics and Penoxycyline on normal, and Medicinal herbs, Complex clothing and Drug production on easy.
NyxHyperion Aug 4 @ 11:19am 
I'm also struggling to determine which research is gating advanced bionics from EPOE: Forked. When I change setting to easy i can install, but when it is on normal i cannot.
GoblinEngineer Aug 3 @ 7:49pm 
Just a note, you should really specify which researches gate specific surgery types. It took me way too long to figure out that the reason I couldn't install the heart I bought was because I didn't research Penoxycilin when I had advanced bionic research. And before you say it says in the settings, no it doesn't, I checked.
Farbott Jul 29 @ 1:52am 
I, honestly dont remember the specific way because I only noticed the glow there some nights after a raid, maybe it was blown up right as it was dropped or something? Cause I've had pawns die otherwise and drop the torch as normal and it went out.
PeteTimesSix  [author] Jul 29 @ 1:48am 
@Farbott
You're probably stuck with the patch of light there, I'm afraid. Maybe building a lamp nearby or save-loading will force the glowgrid to update.
I'd be interested in replicating the issue so I can fix it going forward though. How'd the torch get destroyed? Its supposed to only emit light while wielded by a pawn.
Farbott Jul 28 @ 2:32pm 
The torch tool seems to have left behind an irremovable glow once it was destroyed, no errors are popping in the console and trying to devtool it away hasn't worked, any special way to remove this or am I screwed?
PeteTimesSix  [author] Jul 28 @ 11:22am 
@moo
Days since I left a debug printout in a release build: 0
Fixed.
moo Jul 28 @ 11:17am 
Hi Pete. An observation here - there's a large number of information log lines whenever a pawn has the melee torch equipped for updating the glower on a pawn. If it could be disabled, it helps keep log sizes managable. Thanks!
PeteTimesSix  [author] Jul 27 @ 1:43pm 
@bAhAcAn The colors are from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3108740804
As for overlapping techs, that's just a consequence of mods inserting their techs into the vanilla tech tree. There's just not enough room. Besides that, Stepping Stones also reorganizes the tree positions, so even mods that found some corner in the normal tech tree that's empty are likely to overlap.
bAhAcAn Jul 27 @ 12:45pm 
Hello friend. How can I make my research tab look like yours? With colours and design wise. Mine looks like a mess. Some tech on top of others and such. Not even properly readable.
Windonsi Jul 27 @ 11:54am 
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Windonsi Jul 27 @ 10:31am 
When I play with tribals, my colonists can’t generate theory papers. Is this normal?
PeteTimesSix  [author] Jul 26 @ 9:43am 
@l.tabarelli
That's because the game itself has little to work with there.
l.tabarelli Jul 26 @ 8:42am 
this is a great mod, i like it
though i feel it has little in the medieval department
Kryoshi Jul 25 @ 3:36pm 
Ok nevermind working perfectly now. I think steam hadn't downloaded the latest version or something. Thanks a bunch!
PeteTimesSix  [author] Jul 25 @ 2:21pm 
@Kryoshi
VEF: Tribals, I presume? Should be fixed now.
Kryoshi Jul 25 @ 1:58pm 
Hi, I'm getting an error after the update:

Could not resolve cross-reference to Verse.ResearchProjectDef named RR_BasicFurniture (wanter=prerequisites)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ResearchProjectDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ResearchProjectDef>:TryResolve (Verse.FailMode)
...
PeteTimesSix  [author] Jul 25 @ 1:43pm 
Added a new early tech, Incendiary weapons .
Added a new simple weapon, a torch . It does as much damage as a log (with a small chance to deal small amounts of burn damage and ignite the target). It also emits light while drafted (credit goes to Lee and his lightsabers!)
The flamebow is now craftable.
The various grenade launchers now require a relevant tech (EMP weapons, incendiary weapons, tox gas, smokepop).
Heavy bridges now require Structures , not complex furniture. (this one's for you, @tokara )
Changed a lot in the Anomaly tech tree. Too much to list individually, but emphasis was on increasing what can be done with Anomaly without Electricity , and adding prerequisites from the main tree where it makes sense (for example, Serum synthesis now requires Drug production and Revenant invisibility now requires Bionic replacements ).
눈꽃잎 Jul 25 @ 5:32am 
"The error 'Created FloatMenu with no options. Closing.' occurs in the function . This problem arises when the mod attempts to display a dropdown menu for plant type selection, but the plant list intended to populate the menu is empty.Defaults.PlantType.PlantTypeUtility:DrawPlantButton

This issue seems related to the (concerning your mod's transpiler patch) that was previously reported when hovering over drug descriptions.NullReferenceExceptionStatWorker.GetExplanationFinalizePart

Both errors suggest that your mod is failing to correctly retrieve or process the game's core data (e.g., plants or drugs defined as s) in RimWorld 1.6. In other words, if the error is a problem at the data processing stage (e.g., unexpected null value returns), then the 'FloatMenu with no options' is a symptom resulting from a lack of valid data to display in the UI."ThingDefStatWorker

I hope this information helps you investigate the issue. Thank you for your work on these mods!
눈꽃잎 Jul 25 @ 5:32am 
Hello,

I'm currently using 1trickPwnyta's Defaults, and I've found an error when it's used with your mod. Specifically, it doesn't happen with Research Reinvented alone, but it does occur when Research Reinvented: Stepping Stones is also enabled.

This issue seems to have started after a recent update to Research Reinvented: Stepping Stones.

Here's the error log I've confirmed:
tokara Jul 25 @ 12:35am 
It's a bit strange that the heavy bridge is connected to furniture.
unclefood Jul 23 @ 11:41am 
These all make sense to me, thank you for the update :)
PeteTimesSix  [author] Jul 23 @ 10:23am 
The time has come for another round of potentially controversial changes!

Tox gas now requires Smokepop belts instead of Gunsmithing
Moved Hospital Beds earlier in the tech tree. Now requires Sterile materials and Machining instead of Microelectronics
Biosculpting and Cryptosleep caskets now require Vitals Monitor instead of Hospital beds
Long-range mineral scanners renamed to Long-range scanners . Now also unlocks (along with Orbital tech ) the orbital scanner
Geothermal power renamed to Passive generators . Now also unlocks (along with Advanced gravtech ) the gravcore power cell
Oxygen pumps now also require Air conditioning . Vac barriers now also require Shields
Various kinds of mortar shells now also require Mortars
Uranium slug turret and Rocketswarm launcher now also require Gun turrets
Aschevacuum Jul 22 @ 12:11pm 
Thx
PeteTimesSix  [author] Jul 22 @ 11:57am 
@Aschevacuum It's listed in the settings. Or look at Penoxycyline and Prosthetics in the tech tree.
Aschevacuum Jul 22 @ 11:19am 
So, Which project i supposed to complete to perfom surgeries? I really can't do anything
Nico Jul 20 @ 8:06am 
Are Vanilla Expanded mods patched?
LordBeef21 Jul 18 @ 7:49pm 
I'm creating patches to increase the fluidity and cohesiveness of using this with other mods.

The first patch included in the mod is for Progression: Core, (safely) yeeting away an unused research.

https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3529151742
Fabian Jul 18 @ 7:40am 
Gotta love it. Thank you for the hard work!
Woodsaber Jul 18 @ 4:28am 
Pete the work you and Ferny are doing are so impactful, and now we can use both the mods together!
This mod has a brilliant industrial tech pacing and would pair so well with the Progression mods focusing on more neolithic. Thanks for the update!
PeteTimesSix  [author] Jul 18 @ 3:17am 
I've added a small patch to make the mod function with Progression: Core. Not perfectly, but its a start. While doing so I've noticed Progression: Core actually has a patch for Stepping Stones on its side, but it's currently disabled, so I'll be talking to people about what that's about.
LordBeef21 Jul 17 @ 5:50pm 
Pete you're my hero
moo Jul 17 @ 4:41pm 
yay!
PeteTimesSix  [author] Jul 17 @ 1:37pm 
Okay I've fixed the errors with Progression: Agriculture, and its VEF:Tribals patch because of course Tribals was involved somehow.
PeteTimesSix  [author] Jul 17 @ 7:50am 
@moo @LordBeef21
I've loaded it up and while there are some errors in the log, they are harmless in this case. I'll have a think about how I could maybe handle it, but ultimately removing defs from the base game is a naughty thing to do for a mod.
LordBeef21 Jul 16 @ 3:47pm 
I would also love a Progression: Agriculture patch so that this would ignore the researches which unlock plantables.