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Researchable Stat Upgrades Rewritten

Announcement: 1.6 and the future of my projects As y'all know, I haven't had a ton of time or motivation to work on my mods. Math is a mess of my fixes on top of Duck's old code, RSU:R has always been pretty janky, and No Caves... well NC is fine, actually. No real complaints there. [b]As of 1.6, I'm dropping active support for my mods.[/b] This is mostly a time thing; life is busy around here, and while I'm at least able to hop on my PC and play games semi-regularly, I just don't have the gusto to dig in to buggy messes like I used to haha. I give full permission to anyone brave enough to pick up where I left off to do so - in fact, if you need me to explain anything in the code, just poke me on Discord and I'll do my best. Maybe one day in the future I'll completely rewrite Math from the ground up, but RSU:R is a nightmare to work on, having now gone through four maintainers, by my count. No Caves, at least, should work in any version, regardless of base-game changes, unless Ludeon decide to completely refactor map generation. Thanks for using my jank all this time, y'all! I appreciate your endless patience with me, and I apologize for not paying it back in the end <3 -Kd Reupload/Rewrite of SS Researchable Stat Upgrades for 1.4 I'll be maintaining this where I can for as long as I can - AKA as long as I stay interested in RimWorld modding. -kd8lvt [b]REQUIRES XML EXTENSIONS![/b] Major Updates for 1.4: > Initial stages of the rewrite are complete. Will be working more on it in the coming weeks. > Fixed compatibility with Better Ground Penetrating Scanners! > Some pretty major (hopefully) performance improvements > ResearchDependentStatDefs can now handle buildings MUCH easier Major Updates for 1.3: > Ideology Slaves do not get Combat-related bonuses > Mod Config If you encounter any bugs, please send me your HugsLib log through pastebin/gist/etc, as I can't do anything without it. If you can't get HugsLib to export a log for any reason, the Player.log will also work. Github Repo: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fkd8lvt%2Fresearchablestatupgrades]https://github.com/kd8lvt/researchablestatupgrades[/url] Adds stat upgrades that can be researched. ====STATS SHOWCASE==== [b]TIERED[/b] Mining: Improves mining speed. Included Pneumatic Picks research back from Alpha 12 for nostalgia. Growing: Improves harvest speed and harvest success chance. Building: Improves construction speed and construct success chance. Animals: Improves animal gather speed and animal gather chance. Productivity: Improves move speed and global work speed. Also a repeatable research at the end of the tree [b]v.1.0[/b] Combat: (courtesy of Swenzi) Improves various stats in combat. (Daniel_USA you were just a bit too late :P) Medical research: (Courtesy of KingSihv) Improves medical operation speed, quality and success chance. [b]SINGLE[/b] Nutrient Resynthesis: Nutrient paste dispenser uses 33% less resources. 1000 research points. Also back from Alpha 12 Gun turret cooldown: Gun turrets fire shots in bursts of 4 instead of 3. Also back from Alpha 12 [b]v.1.0[/b] Nutrient flavoring: (name from rageage001) reduces mood debuff of eating mutrient paste meal from -4 to -2. Psychology: (Courtesy of KingSihv) Prisoner recruit chance increased by 15% [b]v.2.0[/b] Scanner Efficiency: (Courtesy of KingSihv) long-range mineral scanner takes 50% less time to detect new resource but can appear over wider area Meat Cut Charts: (Courtesy of KingSihv) more meat yield per animal FAQ [b]Does this require a new save/colony/world/game/map/thing/stuff/computer/universe to use?[/b] No [b]Can I suggest something?[/b] You see the empty spaces in the research tree? Fill them. (Yes) [b]I've found a bug, what do I do?[/b] Tell me how you got to the bug, post a screenshot, and backup your save file because I might ask for it [b]Do you have the stats in detail?[/b] Get the mod, you don't need to do anything, just enter the research screen. If I put it here it might not be up-to-date [b]My items keep truncating, and it's really annoying what do I do?[/b] Right now the solution is to put Researchable Stat Upgrades higher up in the modlist (Thanks Hinanawi-sama). If that doesnt work join in the bug discussions! [b]Just a few tips on how to make ideas:[/b] 1. Does this really work as a research? Maybe your idea is better to be a special item or a special building, instead of a stat upgrade. 2. Think up of an ideal cost/tech level of your research 3. Think up of a nice name! 4. Where would it go in the research tree? 5. That tree is getting rather full, which means short but sweet researches probably have a higher chance of getting in!