RimWorld

RimWorld

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Researchable Stat Upgrades Rewritten
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
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11.344 MB
Sep 9, 2021 @ 10:11am
Nov 5 @ 11:52am
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Researchable Stat Upgrades Rewritten

In 1 collection by kd8lvt
Kd's Favorite Additions
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Description
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

REQUIRES XML EXTENSIONS!

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!

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: https://github.com/kd8lvt/researchablestatupgrades



Adds stat upgrades that can be researched.

====STATS SHOWCASE====
TIERED
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
v.1.0
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.

SINGLE
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
v.1.0
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%
v.2.0
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
Does this require a new save/colony/world/game/map/thing/stuff/computer/universe to use? No
Can I suggest something? You see the empty spaces in the research tree? Fill them. (Yes)
I've found a bug, what do I do? Tell me how you got to the bug, post a screenshot, and backup your save file because I might ask for it
Do you have the stats in detail? 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
My items keep truncating, and it's really annoying what do I do? 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!

Just a few tips on how to make ideas:
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!


(OLD) GitHub repo: https://github.com/spdskatr/ResearchableStatUpgrades
Popular Discussions View All (1)
28
Nov 7 @ 10:07pm
PINNED: Bug Reports
kd8lvt
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88 Comments
kd8lvt  [author] Oct 29 @ 10:49am 
I haven't had to touch that area since I wrote it back in early 1.3, so I can't remember exactly, but-

Here's how it should be working, if I remember correctly:
Has Precept: Mood Increase (I think +2?)
No Precept: Still a mood debuff, but less so than vanilla's
megabot Oct 29 @ 9:15am 
I was just asking, I have not researched it yet. I ask because they already get buffs from Nutrient paste, or at least no Debuffs
kd8lvt  [author] Oct 28 @ 8:21am 
@megabot
It *should* provide a buff, if it doesn't my fix from 1.3 is broken in 1.4
megabot Oct 28 @ 4:56am 
a question: does nutrient reflavouring work with ideologies that enjoy nutrient paste? or will it not provide a buff in such a case?
Proxyer Oct 26 @ 11:55am 
Thank you for your update work!
kd8lvt  [author] Oct 26 @ 11:15am 
@Proxyer
How'd I miss that? Hahaha - I'm surprised that file is loading properly. I'll do a hotfix for that in a second.

@Рlαγζr 🐵
Thanks :) Glad you like them!
Рlαγζr 🐵 Oct 26 @ 5:23am 
I noticed some new additions since my last playthrough which are very welcome. Nice work.
Proxyer Oct 26 @ 4:51am 
Hello kd8lvt. Thank you for update works!
So I noticed one thing, so I'll report it.
1.3 and 1.4 /Defs/ResearchProjectDefs_Growing.xml
this file "<?xml version="1.0" encoding="uf-8"?>"
I think "<?xml version="1.0" encoding="utf-8"?>" is correct. please confirm. Thank you.
Velxra Oct 23 @ 1:57pm 
Thank you!
kd8lvt  [author] Oct 23 @ 1:30pm 
Just finished the update - if you run into any bugs let me know, but I did pretty extensive testing.
I have yet to fix enemy turrets having stat boosts, I'm waiting until a planned rewrite.