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https://gist.github.com/HugsLibRecordKeeper/85c2ff9ce3476876756e9e0303575ef7
https://gist.github.com/HugsLibRecordKeeper/53b00a9edc46ade12de47374cee5ad92
Or maybe just behind organization?
Vanilla Expanded Tribals kinda muddies that up a bit, getting full clothes before just simple coverings.
Thanks for letting me know though!
@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.
https://gist.github.com/HugsLibRecordKeeper/0137cd872547d0d4f649f39dc9c8a8c7
Rows: from 3609 to 3622
Mod places them to earlier. Like - flamethrower with bows, lol.
Anyone experience something similar?
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.
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.
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.
Days since I left a debug printout in a release build: 0
Fixed.
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.
That's because the game itself has little to work with there.
though i feel it has little in the medieval department
VEF: Tribals, I presume? Should be fixed now.
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)
...
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 ).
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!
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:
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
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
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!
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.