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No 1 - https://pastebin.com/4hvfzm53
No 2 - https://pastebin.com/ywRXhruM
These errors present when your mod is disabled, or unsubbed and either of these mods is enabled. This occurs because your mod changes the default interaction for these mods to science interrogation, changing the associated config files.
While I do not intend on unsubbing from the mod, neither do I wish to use it in every run.Deleting the affected config files stops the red error, but as I would rather not have to do this every time, might I suggest you have your mod reset any config values it changes when disabled instead? Thanks
Perhaps a balanced way would be to allow pawns to field research prototype buildings to max out progress?
This is quite stupid, Why didn't you let this set up in the option?
I'm canceling the subscription because of this
is this intended behavior, or am i missing something?
Because what you are saying here ive never encoutered when using this mod.
Its always been relevant tech from a level or 2 down that was required for production
and having to prototype drums while researching greatbows makes no sense.
If you have mods that rewrite large amounts of the techtree thats not this mods problem.
And even if, you can simply redo the prerequisites to suit your modlist.
If you put theoretical down to 10%, geology and friends to 50-100
and reverse engineering and prototyping to 200% or higher
you need to find items or progress is going to be sloow.
I'm currently sort of band-aiding it by using Change Research Speed and setting it really low, then also setting the standard research really low in Research Reinvented, but I was wondering if there was a less strange way.
Here are two logs, one with my normal mod list and another after I removed dub's rimatomics and reinforced mechanoids (which were also being flagged):
Here are the two hugslogs:
https://gist.github.com/HugsLibRecordKeeper/b91b8b3fa2c027c35eadba9d52f27241
https://gist.github.com/HugsLibRecordKeeper/92aa3eee09e267fdcc2e339b3fd16481
if you want to update an already started tech after changing the sliders.
@ Dwang Zhongson
By multiple analyzers you mean the wearable things?
I thought their description is very clear.
They do not work though, any pawn can do field analysis but that
might be due to me running 320 mods.
I have turned of interrogation so i cant talk about that.
The protyping heavily depends on the length of the project
aswell as the research speed of the builder.
I spend a few hours tweaking the setting for my modpack
and i eventualy put prototyping to 400% "speed".
Normaly i only need 2 finished for that items bar.
By cryptic to you mean things like "Geology"?
The names hardly matter. Its just a category for different items.
Im also still on an old 1.4 run so things might have changed inbetween.
`RR: Pawn White tried to do research tick despite being incapable of research
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)`
By "obscure" I mean that it doesn't explain comprehensively how new mechanics work. We have multiple analysers, but their use case cannot be completely deduced from descriptions and has to be done through trial and error. We can interrogate prisoners, but it's unclear at the beginning how to properly assign jobs for pawns to do that (I think they need both Warden and Research?). We can prototype stuff, but my research bar barely moves after building a prototype multi-analyser and I don't know why. Mod settings names are cryptic and don't tell me anything unless I peek into a source code. And there's lots of that.
Don't get me wrong, the mod does exactly the rework the vanilla game needed and I enjoy it so much, but it barely gives you hints about how things work. And even if it was explained somewhere deep on the Discord server, it has to be in the game still.
I doubled checked that the builder was capable of science too.
Is it just that I'm unlucky and it struggle with some modded buildings and I noticed only those or is there a compatibility bug with another mod ? (the only research mods I have are mentionned compatible in the mod options)
I dont understand and find the mod
to be quite useable.
Thanks for all your work!
All categories give the same amount of learning progress. Materials, reverse engineering, theory, it's all the same. Changing the mod settings also doesn't do anything.
RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch (instructions not found, stage 1)
The thing is, logic of pawn is to complete task and then start next task.
And if pawn sits in front of wood plank for 6 hours, the pawn won't eat or sleep for 6 hours.
Sometimes it cause problems, especially mental due to starvation or exhausting.
Sometimes i get this error spamming about a pawn trying to start 10 jobs in one tick, for "rr_research". I assumed that was this mod
I'm playing with VFE - Tribals. Could this be a mod conflict?