RimWorld

RimWorld

64 ratings
PawnsChooseResearch
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3
File Size
Posted
Updated
398.289 KB
Sep 15, 2020 @ 3:47pm
Nov 8, 2021 @ 10:18pm
37 Change Notes ( view )

Subscribe to download
PawnsChooseResearch

Description
What it Does

Eliminates the need to micromanage research by having pawns select it for you. Each pawn now selects and tracks their own research project based on their skill passions, disabled skills, and traits. You can see a pawn's current research while they are researching or anytime in their stats page. Can't remember which pawn researched what? Now you can track the entire research timeline with Research History.

Recent Updates
  • Anty
  • Expanded Roofing
  • Epona Renaissance
  • Paniel the Automata
  • Rabbie
  • Vanilla Weapon Expanded Series (updated)
How it Works

Research projects are assigned a category (some obvious, some make sense in my head) and thrown into a grab bag of goodies. When performing research, each pawn will randomly select a handful of potential research ideas. Pawns will reject projects if they are incapable in the applicable skill category or in special cases (such as teetotaler's researching drugs). They will pick their favorite project from those remaining, based on traits and passions.

"Core" techs that serve as a prerequisite for others (e.g. smithing, machining, electricity, microelectronics, multianalyzer, and starflight basics) get a small boost to increase the chance they will be researched, based on the skill level of the researcher.

If you need to research an essential tech, there is a setting to temporarily disable this mod without having to reinstall and reload. If you want an item to force pawns to research certain technologies, check out Pawns Choose Vanilla Books! or Pawns Choose Tech Sales.

Pawns will not pick a new research project until their current one is completed. You can see what they are researching by selecting the pawn while they are researching, or by checking their stat page at anytime. If you have multiple pawns researching at the same time, progress on each research will increase. Progress is still tracked using the vanilla system, so if multiple pawns are working on the same research, they will contribute together.

The image charts provide an idea of how research projects are categorized and how traits affect preferences for various research categories. Some of it is obvious, others make sense in my head. For example, lazy and slothful pawns won't bother doing their own work, so they prefer to piggyback on projects started by others, while fast learners and pawns with great memory prefer to challenge themselves by tackling new projects. Industrious and hardworking pawns like projects that create blueprints for something to build, but dislike lengthy, complex projects that keep them stuck in a laboratory. The "complexity" of a project is determined by its base cost.

Configuration
Restore Player Control - temporarily return control over research to the player. This preserves a pawn's memory of their research project so they can continue where they left off when the mod is re-enabled.

Pawns Coordinate Research - select a random group project based on group preferences instead of individual projects.

Must Have Skill Capacity - If enabled, pawns won't research projects for skill categories they don't have (i.e. shooting incapable pawns won't research ranged weapon techs).

Passions/Interest Affect Research - If enabled, pawns consider their skill passions when selecting research. V1.3 has integrated compatibility with Interests Framework (continued)

Traits Affect Research -If enabled, pawns consider traits when selecting research. Certain special trait-based preferences (e.g. chemical fascination pawns like drugs) are always enabled.

Avoid Too Advanced Research - If enabled, pawns will be less likely to choose projects with tech levels above the player's tech level. The effect is stronger for pawns with a low research skill.

Mod-Added Research

The Mod-Added Research below has been categorized for this mod. Research not assigned a specific category (including mod-added research for mods not identified below) is assigned to the intellectual category.

A dog said - Animal Prosthetics
Androids + Expanded
Android Tiers
Aquarium
Backup Power
Brain in a Jar
Call of Chthulhu (Factions + Cults)
Combat Extended
Colony Manager
Dubs Bad Hygiene
EPOE + Forked
Extended Turrets
Exotic Joy
Fences and Floors
Fluffy Breakdowns
Genetic Rim
Glass + Lights
Glittertech
Goodnight
HLX ReGrowth
Hospitals Extended
Industrial Age
LED Lights
MedPod + Replimat
Military Furniture
Misc Turrets
Pillows and Beanbags
Power Switch
Project Rim Factory
Prospecting
Questionable Ethics
Rah's Bionics and Surgery Expansion
Remote Tech
RimCuisine 2 Core + Bottling and Booze (Continued)
Rimefeller
Rimworld of Magic
Rimsenal (All)
Roads of the Rim
RT Mods
SaveOurShip2
Salted Meat
Simply More Bridges
Sparkling Worlds
Tilled Soil
TropickappRainforestMod
Utility Columns
Vanilla Apparel
Vanilla Cooking + Brewing + Plants + Stews + Sushi
Vanilla Factions Expanded - Medieval
Vanilla Furniture + Power, Art, Spacer, Security, Production, Farming
Vanilla Mechanoids
Vanilla Plants Expanded - Succulents
Vanilla Weapons Expanded + Lasers + Quickdraw + Hvy Weapons
VGP Vegetable Garden + Garden Drinks UF
XCOM

Traits from the following have also been categorized:

Vanilla Traits Expanded

Compatibilty

Except for research project assignment, this mod leaves the vanilla research system intact. Thus, it should be compatible with most other research mods. However, it's not compatible with Random Research.

Compatible:

Incompatible
  • Random Research
Languages

English
Russian by Reiquard

Credits

Special thanks to Uuuggg, whose random research mod inspired this one. This mod applies Uuugg's method for random selection with criteria for approving the choice and a system to track the choice by pawn.

Huge thanks to Veralin, who provided many of the patches for research integration.

Huge thanks to Razor 2.3, who created a stat to track research and provided a fix for ResearchPal and ResearchTree integration.

Huge thanks to Jamaican Castle and Wiri for helping me learn how to integrate mods without a dependency.

[ko-fi.com]
Popular Discussions View All (1)
37
Oct 8, 2022 @ 11:22am
Put patch requests here
Cozar
176 Comments
mesi Oct 17, 2023 @ 10:40pm 
This is a really neat mod. If you come back to it, it'd be great if pawns also chose research based on health effects - like if they slept in the heat or have heat stroke, they'll research air conditioning. And if they have a peg leg or wooden hand they'll research prosthetics.

I have a researcher with both of these problems and she's hooked on researching microelectronics in stead of anything useful.
트와이스.저우쯔위 Dec 22, 2022 @ 10:23am 
@Mlie Thank you <3
Mlie Dec 21, 2022 @ 2:53pm 
Made an update if this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2904905818
Hope it helps anyone!
트와이스.저우쯔위 Dec 11, 2022 @ 11:00am 
hopefully, it's a really cool mod
Kalsb Nov 9, 2022 @ 7:42am 
Is this mod still being maintained?
RowanSkie Oct 7, 2022 @ 2:29am 
Broken Patches:
MedPod
Project RimFactory
Angel Aug 15, 2022 @ 8:08am 
So my pawn went straight for an advanced research that costs thousands, leaving all the much cheaper Neolithic researches that can be done. of note, I use the tech advancement mod , I started as new arrivals but tech level was changed back to Neolithic
Cozar  [author] Dec 26, 2021 @ 9:31pm 
I don't think you have a pawn doing research in that second image. This mod calls the Job Driver tick 0 times. It does postfix the JobDriver report if you have the pawn selected to show the research. I was shocked by the difference in your image so I just ran my own test and got the same number of calls (2000) with or without the mod.
AngleWyrm Dec 26, 2021 @ 2:34pm 
This mod seems to call the research job very often, causing some lag. Here's what the custom job calls look like with the mod: https://i.imgur.com/UcvGBlx.png And here's what they look like without the mod: https://i.imgur.com/73qEunA.png
Cozar  [author] Dec 21, 2021 @ 7:34am 
@HellWatcher - I created the log for recording history as a separate mod called ResearchHistory