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Author Topic: [1.0] Technology Blueprints  (Read 20014 times)

TelekineticSloth

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Re: [1.0] Technology Blueprints
« Reply #30 on: November 08, 2018, 05:45:15 PM »

I was hoping that this mod would make it so the blueprint is needed to start a research.
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vizor

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Re: [1.0] Technology Blueprints
« Reply #31 on: November 08, 2018, 06:59:39 PM »

Well, you play tribal, you struggle to research medieval techs so you can slowly crawl towards electricity. Then an item drops that a) you can't use, you can sell it, and you definitely should, because after you got it, total worth of your colony more than doubled up so next ride will come with machine guns instead of knives... I can see the balance of this in two ways:

a) drastically limit the cost and add menu option to disable crafting it.
b) allow blueprints only from your tech or one above your tech (should be customizable in options aswell)
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Ruisuki

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Re: [1.0] Technology Blueprints
« Reply #32 on: November 10, 2018, 04:01:55 AM »

I was hoping that this mod would make it so the blueprint is needed to start a research.
lol that might be a good idea
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publicuser

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Re: [1.0] Technology Blueprints
« Reply #33 on: November 10, 2018, 04:50:53 AM »

Simplified Chinese translation by master_wu. In attachment
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Shekotun

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Re: [1.0] Technology Blueprints
« Reply #34 on: November 10, 2018, 03:58:55 PM »

Good mod. But you should add "preferences/config" for chances of appearance and speed progress. Disbalance for mass killing on high level difficult. Thx.
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LOLKAT_KOMRAD_94

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Re: [1.0] Technology Blueprints
« Reply #35 on: 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.
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LOLKAT_KOMRAD_94

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Re: [1.0] Technology Blueprints
« Reply #36 on: 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!
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rakkaus

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Re: [1.0] Technology Blueprints
« Reply #37 on: January 25, 2019, 07:03:27 PM »

It would be really cool if you had to find a blueprint in order to be able to research a given technology. It would need to be balanced so only technologies one step away from the current researched will drop. Also if you do not have all technologies from a given era researched you cannot go into the next era.
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Ruisuki

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Re: [1.0] Technology Blueprints
« Reply #38 on: April 25, 2019, 07:36:21 AM »

does researchpal still through up errors? is it unplayable or minor bug?
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LOLKAT_KOMRAD_94

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Re: [1.0] Technology Blueprints
« Reply #39 on: April 27, 2019, 04:59:56 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!
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