RimWorld

RimWorld

261 ratings
SS Researchable Stat Upgrades
 
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Mod, 1.0
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3.537 MB
May 31, 2017 @ 2:25am
Oct 19, 2018 @ 5:35pm
15 Change Notes ( view )

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SS Researchable Stat Upgrades

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Description
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!


GitHub repo: https://github.com/spdskatr/ResearchableStatUpgrades
Popular Discussions View All (4)
2
Jun 25, 2017 @ 8:46pm
Balancing
Spdskatr
< >
263 Comments
megaboto Feb 2 @ 5:54am 
i have an idea:the plant research could also boost the foraged ammount of food,so i would need less high level colonists in plantwork to be self sustainable
Howzit Toyah Jan 27 @ 11:48am 
What about something like "Data Retention"? Makes it take longer for colonists to forget skills.
ChezneyGaming Jan 18 @ 5:29pm 
your mod stopped my people from building they deliverd the recources stood next to the blueprint full of supplies and just staired at it just so you know
抠脚的球球 Dec 31, 2018 @ 5:51am 
能否更新个中文的?看不懂啊
jessefjxm Dec 30, 2018 @ 1:07am 
Infinite research! Rimctorio!
Representing Joe Dec 27, 2018 @ 2:18pm 
Great mod, have been hoping something similar would be implemented into the base game for a while now. If you'd like to hear it, I have an idea for a possible research project, but I'm not sure if it would be possible. I was thinking of a Tech called something like "Improved Logistics" or "Improved Storage" that essentially just doubles the stack sizes for all (or most) items. This would be immensely helpful in the late game, especially for large colonies, since it would let us hold more stuff in our existing storage without needing to expand or build new warehouses. However, I have a feeling that changing stack sizes could lead to some issues with hauling, maybe some items would become too heavy, so I don't know how easy or possible this is to do... Still I thought I'd share my thoughts while I wait for my colonists to finish building yet another 11x11 storage...
Wander Dec 22, 2018 @ 11:45am 
For those of us with an ungodly number of mods, how about a series of buffs to Research? Can flavour it as any of the current buzzwords of neural nets, machine learning, self optimizing programs that you'd be running on your High tech bench / multianalyzer
bearhiderug Dec 12, 2018 @ 4:52pm 
@Selmephren Oct 22 @ 12:46am
Hmm, if this mod loads earlier than Turret Extensions it fixes the error.

Thankyou
Morrneyo Nov 8, 2018 @ 2:30pm 
Really love this mod!:steamhappy:
Doctor Nov 4, 2018 @ 12:49pm 
Thanks for making great mod!

here is korean translation.

https://drive.google.com/open?id=1FkCIIfVHd9auAIfIguZyip8jMStvFM3J

please check and merge it.