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Messages - LOLKAT_KOMRAD_94

#1
Releases / Re: [1.0] Technology Blueprints
September 18, 2019, 09:55:13 AM
Hey @Asteyr! Can't believe I forgot to correctly update the first post, I must have been really tired lmao

Thanks a lot for the heads up and praise :)
#2
Releases / Re: [1.0] Technology Blueprints
September 18, 2019, 05:36:31 AM
Hey @Ruisuki!

That's actually one of the things in my todo for the mod (You can see the whole "todo" here: https://github.com/NoahKYoung/RimworldDiscoverTechsMod/issues). Tbh, I haven't had much time to do anything besides work this year, but when I get the chance this is definitely some of the things you can expect from mod options.

Currently, the idea was that if you found a blueprint of your tech level: you're able to understand it, so you automatically unlock the tech. If you're not, you only understand fragments of the technology described on the blueprint.

But some options to tweak values etc would be a definitive plus to the mod! Thanks for your feedback :)
#3
Releases / Re: [1.0] Technology Blueprints
April 27, 2019, 04:59:56 AM
Quote from: Ruisuki on April 25, 2019, 07:36:21 AM
does researchpal still through up errors? is it unplayable or minor bug?

Hey Ruisuki ! We've updated with a fix, so there's no longer any compatibility problems (AFAIK). If you do encounter some problems, do say but it should run smoothly now :)

Cheers!
#4
Releases / Re: [1.0] Technology Blueprints
January 19, 2019, 09:29:56 AM
Thanks for your feedback vizor, TelekineticSloth and Shetokun! And sorry for replying so late, my e-mail notifications don't seem to be working for some reason...

With this update to compatibility, I will look into options - as this seems to be something most people are interested in.

Alas, the "tech needs blueprint to be researched" is out of scope for this mod (but i do like the idea) :)

And thanks a bunch publicuser for the link to the Chinese translation by master_wu! Do you know how I could easily distribute this optionally on the workshop to make the task easier for Chinese players? Thanks in advance!
#5
Releases / Re: [1.0] Technology Blueprints
January 19, 2019, 09:24:53 AM
Mod updated to version 1.0.4.
Download on the Steam Workshop or GitHub.


Changelog 1.0.5
Fixes

    - Mod compatibility with Research Tree & ResearchPal.

Make sure that Technology Blueprints is loaded after any mod that adds, removes or changes Research Projects, including Research Tree & ResearchPal.
#6
Releases / Re: [1.0] Technology Blueprints
November 08, 2018, 11:02:42 AM
Hi Vizor! Do you mean it makes the game too easy when playing Tribal? It is worth a lot but you shouldn't be able to unlock Spacer tech if none is available to research through standard means. What kind of balance change would you expect?
#7
Releases / Re: [B19] Technology Blueprints
November 05, 2018, 04:34:01 PM
Mod updated to version 1.0.4.
Download on the Steam Workshop or GitHub.


Changelog 1.0.4
Fixes

    - Now works with RimWorld 1.0.

Make sure that Technology Blueprints is loaded after any mod that adds, removes or changes Research Projects.
#8
Releases / Re: [B19] Technology Blueprints
October 17, 2018, 01:09:46 PM
RimWorld has been updated to 1.0. We will be checking to fix any update issues shortly. This will take priority in front of fixing the compatibility problem with ResearchPal & Fluffy Research Tree.
#9
Releases / Re: [B18] Technology Blueprints
September 23, 2018, 11:36:02 AM
Mod updated to version 1.0.3.
Download on the Steam Workshop or GitHub.


Changelog 1.0.3
Fixes

    - Now works with RimWorld B19.

Make sure that Technology Blueprints is loaded after any mod that adds, removes or changes Research Projects.
#10
Releases / Re: [B18] Technology Blueprints
September 23, 2018, 11:34:22 AM
Hey again @AnotherFirefox. Sorry, I was certain I had activated e-mail notifications for Ludeon Forums... But apparently not because I entirely missed your message.

If everything is working correctly, you can only build Industrial Blueprints if you have researched the Industrial Blueprints research (which has ALL Industrial Research as a prerequisite). Of course if that's not the case, I'll need to have a look ^^"
#11
Releases / Re: [B18] Technology Blueprints
July 22, 2018, 02:20:20 PM
@AnotherFireFox

Yes, i agree that logically blueprints would be linked to one kind of constructible. We did decide to go for research projects as a whole instead of individual items for a few reasons:

- A technical reason: we'd need to see how to unlock specific kinds of constructibles, which are currently unlocked according to researchProjects. This is probably possible but felt too much like a change compared to Vanilla rimworld.
- A design reason: we would have to have one constructible per blueprint, which would make using them extremely finicky and not what we were aiming for (something easy to incorporate into the game, that doesn't take too much effort to use/understand)
#12
Releases / Re: [B18] Technology Blueprints
July 21, 2018, 06:28:15 PM
Hi, I'm glad you like it! :) It must be quite the different experience playing with no research on.

It could be possible to link blueprints to specific unlocks, but that would mean a quite profound change in how research works in the game. It's a bit out of scope for this mod.

The idea of dissassembling is interesting though, but I'd say that would warrant a different mod!
#13
Releases / Re: [B18] Technology Blueprints
July 20, 2018, 03:04:04 PM
Mod updated to version 1.0.2.
Download on the Steam Workshop or GitHub.


Changelog 1.0.2
Fixes

    - Now works with Combat Extended & any other mod that adds, removes or changes Research Projects
    - Some code & process cleanup

Balancing
Blueprints are now longer to produce but cost overall more, keeping them as
valuable trade goods that require more investment and are harder to get
for high-end technologies.

    - Neolithic from 250 to 200$; work to produce from 4k to 10k
    - Medieval from 500 to 900$; work to produce from 4.5k to 20k
    - Industrial from 1000 to 2500$; work to produce from 5k to 40k
    - Spacer from 2000 to 5750$; work to produce from 6 to 80k

Make sure that Technology Blueprints is loaded after any mod that adds, removes or changes Research Projects.
#14
Releases / Re: [B18] Technology Blueprints
July 18, 2018, 07:00:32 AM
Quote from: henk on May 03, 2018, 04:34:51 PM
Crafting blueprints definitely needs to cost more resources and time, otherwise they're just way too valuable as trade goods.

If you're worried about blueprint balance, just make them more common, and give less per use.

Thanks for your feedback ! I'll look into increasing the time required to make them, I think that's the best route for balance, having them be valuable is one of the intentions.

Quote from: matheryn on May 04, 2018, 12:52:15 PM
love this mod but I do seem to be having errors thown up about missing something or rathers because of this mod - on lots of drugs atm to stop pain from sciatica pain but stay tunned to this post and I will post the error report inreguards to this mod

Hi there! Hope you're feeling better! :) I think that might be due to some mods removing some techs - would you have Combat Extended as a mod? We've had reports of compatibility issues.

I'm currently working on making the mod much more flexible concerning prerequisites for the tech blueprints techs so this might fix any issue that you've encountered.
#15
Releases / Re: [B18] Technology Blueprints
May 03, 2018, 02:33:40 PM
Quote from: Roolo on April 20, 2018, 01:01:33 AM
Nice mod! I love the idea. I understand darkwar's point: getting a full research completed may be unbalanced, and giving only a certain amount of points would make it more balanced. However I also think that would make the effect of the blueprints much less noticeable and therefore take away some of the magic. I therefore suggest: make the chance to find a certain blueprint dependent on the research points required to complete the blueprint's research (in other words: more costly research blueprints would be harder to find). This would improve balancing without taking away the magic feeling players get when encountering a blueprint.

Let me know if you can use my help coding this suggested change.

That's a great point. We currently have 4 types of blueprints which correspond to the 4 levels of technologies, but we definitely could weight the list of available technologies according to how many Research Points are left to research (the lowest being the highest chance of unlocking that tech).