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FAQ
A: Don't be lazy and read the guide. It's there to help you.
A: If you're asking this, you missed an important bit on the mod description: "We simply cannot test it with every mod out there. All we can do is design for maximum compatibility and hope for the best. If you're unsure, please give it a shot. If you stumble on any problem, let us know and we'll do what we can to fix it." Also, check the full compatibility notes for various mods. If the mod you're wondering is not on that list, you need to try it out for yourself. If you wish, you can comission me to make any mod compatible.
A: Combat Extended is notoriously difficult to patch for. If you find any issues, please report them to its authors.
A: No. But you can comission me a special version.
A: To put it shortly, they make Human Resources possible. Apart from the graphics, we re-purposed a number of their functions for our own needs. As stated in the description: "We could have incorporated Fluffy's code into ours, but we'd rather maintain a lean mod and give you an incentive to get to know and support his work." If you need details, you can check the patches to Reserach Tree / Pal on this file and others on the same folder. Each time you see CreateReversePatcher
that's a vital function we're acessing on the parent mod. Every time you see AccessTools.Property
or AccessTools.Field
that's some data we're fetching from it.
A: No, and it doesn't matter because HR completely overrides the vanilla research mechanic. Research speed is determined in a pawn-by-pawn basis, and their individual tech level is one of the factors taken into account. Read the next answer.
A: That depends on the settings you're playing on. By default, the research speed is modulated by the game difficulty. It is 90% from vanilla on easy, 80% on medium, 75% on rough & 70% on hard. If you turn that setting off, it defaults to 90% the speed from vanilla. But that speed is also affected by other factors:
- The bookshleves connected to the research bench speed up the research based on the ammount of books in store. If you have a book for every tech in the game, all those connected to the same bench, the speed buff is 20%. That's a theoretical number, of course, since you wouldn't need to perform any research if you already mastered everything. The multianalizer buff still applies and is stacked on top of that.
- If a pawn is learning a tech that's a pre-requisite to something he already knows, the speed is doubled.
- In vanilla, your research speed is defined by your faction's starting tech level, being much slower for tribals. In HR, the techlevel is acessed on a pawn-by-pawn basis, meaning you get the full benefit from an industrial faction when your pawn learns his first industrial tech. (and that's a new feature, still subject to balancing)
- Since HR changes the overall pathway between research and technology usage, you should also consider that before putting it to use the pawns must learn the techs some other pawn have spent time documenting. Those extra steps make acquiring technologies in HR a much longer process than simply researching things. Studying and Documenting techs have their own speed factors, and are also affected by the bookshelves, but are much quicker than researching. Those two tasks are more akin to a regular crafting task, with the work amount related to the cost of the involved technology.
A: Because you don't need to. Books are meant to allow other pawns to learn that tech, but they already have access to it when:
- a) You already have that book in store somewhere (and there can't be duplicates),
- b) It's a starting tech for your faction (in that case, read the next answer).
A: Because those are starting technologies for your faction, and they come "pre-loaded" with the Study Desk. The game would become unplayable otherwise.
Q: My pawns ignore the research queue, even though it seems I did everything right, am I missing something?
A: Chances are you're using Dubs Mint Menus and the "override research tab" option is turned on. It's a known issue. Just turn it off.
[HumanResources] No relevant skills could be calculated for X. It won't be known by anyone.
A: This isn't an error, just a warning (hence, yellow). It means just what it says: the mod wasn't able to match those research projects with any skills, meaning no pawn will ever spawn knowing one of those. But that's all, you can still research and learn those techs. No patches required.
The skill-matching process isn't an exact science, it relies on figuring out what kinds of recipes and other things the research project unlocks, and it even reads through their description in search of keywords. When it comes to modded techs, it can easily come out empty-handed because mods are unpredictable. But since it doesn't impair any functionality, that's not really a big deal. If you really, really want a specific modded tech to be included at knowledge-generation, let me know what skill should it be attached to and send me a link to its mod. I'll try to include that in any upcoming mod update.