Quote from: ZE on August 16, 2017, 11:26:57 AM
i had it neolithic so that in the case someone has tech advancing installed, it wouldn't cost much to research, where as other levels would be expensive unless you "Tech-Up"
might not be the most logical or lorefriendly, but i thought i'd gate them that way, so if you really want Apitech level, you'd best be on spacer
but its your preference really.
i haven't had the time to update the mod, been chaotic IRL, sorry
You locked a Neolithic tech, behind an Industrial tech, and which unlocks stuff apparently dependent on other industrial tech researches (like the Simple Prosthetics Workbench).
That causes no end of problems with Tech Advancing.
More so with a mod like Medieval Times also installed.
That's a fair bit of research to grind through just to advance past Neolithic tech level.
To be specific, needing my tribal hive to unlock computers/radios, just so they can advance to the medieval tech level, or grinding through the now expanded amount of Medieval techs apparently added by Medieval Times... because my tribe's last cave man tech requires knowledge of computers/radios to unlock...
I tried to just relocate the Microelectronics requirement to Midtech, since the ingame description for Lotech/Basic Apini Prosthetics talks about peg legs and woodworking, but that didn't work.
Lotech/Basic Apini Prosthetics refuses to register as being unlocked when completed, it is showing some sort of apparent dependency on the Simple Prosthetics Workbench tech if I am seeing things right, as I have a research aid mod that gives me a nice laid out tech tree layout without a wall of mod tabs, it's now showing an unexpected different color line to the other tech, rather than just a line of the same color leading to the next level of Apitech research. And the Apitech Table doesn't unlock.
Did I muck something up with my edit of the first to Apitech researches?
Code Select
<ResearchProjectDef>
<defName>Lotech</defName>
<label>Basic Apini prosthetics</label>
<description>Make simple prosthetic replacements for lost Apini limbs.</description>
<baseCost>1500</baseCost>
<techLevel>Neolithic</techLevel>
<tab>ApiniProsthetics</tab>
<researchViewX>0</researchViewX>
<researchViewY>0</researchViewY>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>Midtech</defName>
<label>Bionic Apini prosthetics</label>
<description>Allows the design of more intricate electronic mechanical prostheses, utilizing components, servos and rotors</description>
<baseCost>2500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>Lotech</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<tab>ApiniProsthetics</tab>
<researchViewX>1</researchViewX>
<researchViewY>0</researchViewY>
</ResearchProjectDef>
Or is the issue yet more dependencies on Industrial tech level research with the Apitech prosthetics themselves?
That seems like a LOT of hassle just to unlock peg legs for Apini still at the Neolithic tech level.
Or is Rimworld just being stubborn about the changes because to much freaking stuff is set in stone upon start of a new colony?