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If I understand correctly, this mod doesn't account for technological disparity disadvantage (x1.5+ tech cost for insufficient colony technological level). Which, if true, is a bit of an issue for me since I'm using Tech Advancing mod to give me an incentive to go for some unnecessary tech to get rid of said drawbacks.
Is there a way to still experience technology disadvantages with this mod, or it's actually accounting for that in other way?
Any percentage settings that affect the research speed don't change anything. I can set the theory to 500%, and it will still give the same amount of research points as it did at 60%.
The same applies to the other categories. They all give the same amount of research points regardless of their percentages.
I want prototyping to be the last thing required to complete a project.I have experimented endlessly with the sliders, and no matter what they are set on, i often have to build the same building like 10x to get enough points to finish the category. How do i set this so i only have to build 1 building one time in the prototyping category to complete a project?
my current settings for prototyping are:
Available at Progress: 95-100%
Static Project Cost Weight: 1%
Distributed Point Cost: 5%
Weight Counted for other Categories: 1%
Required Completions: 1.00
I have adjusted these values all over the place but keep having the same issue.
So research never starts unless you also queue some research you CAN research, so it doesnt show up in this mod's UI
- It seems to only apply to buildings, not crafted items.
- The building is not considered a prototype and can be reverse engineered.
- You do get the research points if you *fail* to build the prototype.
Tracking it on an individual pawn level would be a bit too complex. If you're interested in that sort of thing maybe take a look at Life Lessons?
@Lemniscate_Mike I agree its a bit scuffed but the last time I tried improving that I wrote code for three weeks, then threw it away and ended up doing godot game jams for a year, so...
@Noxilie I'll look into it.
@joe2_4 Yup.
Hello, there is a minor incompatibility (building a prototype gives no research points) with the Argonic Core and probably with any other mod which is trying to add instructions after the GenSpawn.Spawn
Maybe you should remove the last match instruction "new CodeMatch(OpCodes.Pop)" from the spawn_instructions in the Frame_CompleteConstruction_Patches.cs on line #108
And then that leans into having different individual pawns that you capture having more or less knowledge on specific subjects, based on tech level, Intellectual skill, and background... but I feel like I'm in a whole other mod territory now.
Now: "Oooh, a Poor quality revolver! I can reverse engineer this garbage for extra points towards Gunsmithing!"
Before: "Oh, I JUST figured out how to make marine armor. Better start churning out Masterwork Marine Armor with my level 20 crafter who has never made or even seen marine armor before!"
Now: "I really want Marine Armor, but I definitely don't have the plasteel to spend on the necessary prototypes AND build good armor once I'm done researching. Do I hold off and hope for a set to drop that I can reverse engineer, or make do with the Poor quality prototypes until I can mine more plasteel?"
I really love this mod, especially since I've set it up that researching things is impossible without reverse engineering or prototyping. I think *requiring* reverse engineering would make for a very interesting challenge run, too - especially starting with tribals! I think I'll do that next.
@GetUrAssToMars I've fixed a few cases of that in the most recent few patches to Stepping Stones, so make sure you have those.
My colony researcher, Murdoc, goes into a catatonic like state when attempting field research for heavy bridges in the glow forest biome. He just ends up standing still for some time till I snap him out of it.
I've been using all this mods for some time now but it's the first I had this problem, so I guess it's something about the amount of completed research? Though I don't see any errors in logs directly about Research tree I will also report it there just in case
https://gist.github.com/HugsLibRecordKeeper/7a84ddeaba6e2f998cd508f1afdd9131
@Kasane Randall Thanks, I'll merge it. Though if it's a thing you'd be up for I do prefer external translations, exactly so that translators can update on their own schedule.
* Update compat with Research Data
* Ensure transpilers apply in correct order with ReplaceStuff loaded
* Make prisoner interrogation check for mental breaks
This isn't a problem unless you're using a configuration that doesn't allow theory research.
The "ReviveBuilding" transpiler should be the auto-addition of the old bills:
- Destroyed buildings that are auto-rebuilt will remember their settings
and it works as intended, new beds keep their assigned pawns, new workbenches keep all their bills after theyve been rebuilt after destroying them (made my pawns actually shoot all of this to destroy it).
No log errors regarding RR or Replace Stuff while doing so
Actually, looking at it's GitHub it appears it has two prefixes and a transpiler of its own on it. Its likely the transpiler that RR is colliding with. I can add a loadBefore rule, but before I do could you please confirm that Replace Stuff's transpiler doesnt break that way instead? Going by the code, if that transpiler (named ReviveBuilding, if that helps determine what it's meant to do) is in effect, a completed building should print "Checking {newThing} for revival" in the log.
This is my hugslib log: https://gist.github.com/HugsLibRecordKeeper/f1f5272bfcbb72e1d4cb6d3b1c374f5c
If the relevant transpilers fail to apply, that will only produce a warning (because I handle the failure) somewhere during game launch. It won't be throwing errors while prototypes are being built. And there are separate transpilers for failing to finish a construction and actually finishing a construction (different code paths) so its entirely possible for one of them to fail and one to succeed.
Full log would reveal more.