RimWorld

RimWorld

[KV] Change Research Speed
115 Comments
KiameV  [author] Jan 26 @ 7:24pm 
@Angels_Rising
This has been picked up by another modder - https://steamcommunity.com/sharedfiles/filedetails/?id=2878619856
Angels_Rising Jan 26 @ 6:55pm 
This was the most important mod on my list. I was so happy I even gave you a Steam award. Only to find out it is not updated to the latest version of Rimworld. Please update. Thank you.
Gazzoose™ Oct 22, 2022 @ 1:57pm 
Hello! Took the liberty of recompiling this to work with 1.4, minimal changes needed (just added new references and commented out some debug lines) seems to work but idk if the Tech Advancing functionality works as intended https://steamcommunity.com/sharedfiles/filedetails/?id=2878619856
KiameV  [author] Oct 6, 2022 @ 8:57pm 
After 5 years of modding for this game I am stepping aside. Life has me busy and I will not have time to update my mods. If anyone picks this up let me know and I'll post a message in the description pointing people to the 1.4 version.
东方彩虹🌈 Oct 5, 2022 @ 6:15pm 
thanks
KiameV  [author] Jul 30, 2022 @ 2:20pm 
Just tested and it's working fine.

Just to make sure you have the game running, then adjust the `Game` value and apply?

If you set `Global` then load an existing game it will not update. `Global` only applies to new games.
B.O.D Jul 30, 2022 @ 9:38am 
It doesn't work. I tried 0.1, 0.01, 0.001, 2, 3, 5 .. and nothing.
chasicles Dec 16, 2021 @ 5:21pm 
Aight thx
KiameV  [author] Dec 16, 2021 @ 5:18pm 
0.1 is faster as it takes a tenth of the time
chasicles Dec 15, 2021 @ 2:10pm 
"A Factor of:
1 means the research times will be the same as the base game.
5 means research will take five times longer to complete
0.1 means research will take a tenth of the time to complete" im confused rn. So i cant make it go faster???
Lunar-Minded and Asynchronous Nov 24, 2021 @ 8:23am 
@idobdv2009 get mod manager
MermoTEC1133 Nov 17, 2021 @ 6:24am 
how do i use that mod
help pls
Sumatris Jul 19, 2021 @ 7:38am 
Would you consider adding post-spacer technology levels to the options menu? By now there are so many mods that introduce ultratech or even archotech research options that spacer starts feeling like late-midgame instead of the be-all-end-all it's usually treated as.
KiameV  [author] Jul 8, 2021 @ 7:35pm 
Updated for 1.3
Rocky Bukkake Jun 26, 2021 @ 8:57pm 
Nevermind, just found it, it literally shows up as Change Research Speed. dunno how I missed it the first time
Rocky Bukkake Jun 26, 2021 @ 8:49pm 
Same, I can't find it either.
KiameV  [author] Jun 13, 2021 @ 10:36pm 
Hmm interesting. If you find the issue let me know. And just to make sure, are there any error messages either when the game loads or when you open the Mod Settings window?
Omega13 Jun 13, 2021 @ 10:04pm 
Yeah I am guessing I must have some sort of weird mod conflict
Omega13 Jun 13, 2021 @ 9:57pm 
Yes, I did. Though I am currently double checking to see if I missed something and accidentally allowed the game to revert to its old mod list.
KiameV  [author] Jun 13, 2021 @ 9:41pm 
Real quick, have you enabled the mod?
Omega13 Jun 13, 2021 @ 9:37pm 
After installing this mod, I am not finding any applicable entry under Mod Settings with which to use it.
SkyLarkBlue May 5, 2021 @ 4:35pm 
I'm having load issues too and I just noticed today I get a research speed message at the top just before loading fails. I also run DubsMintMenus. This has been happening for a while, but the second time I try to load the game it always works so it hasn't bugged me much. Lmk if anyone has any solutions or needs any corroborating info. Maybe it's already been solved if I start a new game? I have definitely updated my mods since 4/17 when AngleWyrm said a fix went out.
Alu Apr 17, 2021 @ 7:01pm 
didnt know exactly which so i had just opted to send on both ends of the issue
Alu Apr 17, 2021 @ 7:00pm 
thats fine i sent to both
KiameV  [author] Apr 17, 2021 @ 6:59pm 
This mod does not modify LoadGame which is called from Save game which is shown in the logs.
Alu Apr 17, 2021 @ 2:56pm 
appears to still be happening , check if updated if s then not fixed
AngleWyrm Apr 17, 2021 @ 1:49pm 
I've brought this to the attention of the author of Dubs Mint Menus, and he uploaded a fix.
Gazzoose™ Apr 17, 2021 @ 1:27pm 
@AngleWyrm unfortunately this only resolved the issue for a single run, came back when I restarted the game. Also discovered that removing this mod made all my research incomplete as the game wrote the modded research progress to my save, thankfully I wasn't too far in so I could just edit my save to re-complete the default research
AngleWyrm Apr 16, 2021 @ 9:49am 
@Gazzoose, where did you find the config file for Dub's Mint Menu?
I'm also having a problem with loading save files, and would like to try this solution.
Gazzoose™ Apr 16, 2021 @ 9:21am 
Follow up: I deleted my config for Dub's Mint Menu and reset the Research window width to 500, seems to have resolved the issue for me now
Gazzoose™ Apr 16, 2021 @ 9:07am 
Same as Nex-Razin, this mod apparently seems to have a conflict with Dub's Mint Menus - removing either no longer causes savegames to be unloadable.
Nex-Razin Apr 13, 2021 @ 5:55am 
I was also having the corrupt save issues, I think it became unusable with dubwise's mint menu.
KiameV  [author] Mar 30, 2021 @ 5:57pm 
Strange, first time I've heard of this issue
O R'lyeh Chiko Stan? Mar 30, 2021 @ 2:28pm 
I'm not sure why, but this mod causes saves to become corrupted upon attempting to load in after exiting out of rimworld entirely. The only remedy I've found is this corruption dose not effect autosaves.
KiameV  [author] Mar 9, 2021 @ 7:48pm 
Any number you can fit in the text box and can be converted into a 32 bit float can be represented. If you want "20000.2" you can. If you want "1.33333" you can.
I prefer a text box over a slider as a slider limits what you can do and is not precise. A text box allows freedom and precision.

As for whether commas work, they do! Both 1,32 and 1.32 work!

If you're curious here's documentation on 32 bit floating numbers in C# - https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/builtin-types/floating-point-numeric-types
KiameV  [author] Mar 9, 2021 @ 7:47pm 
@mkdr - At this point I can tell you haven't even tried this mod. You haven't entered a number into the text box and hit the "Apply" button. If you had you would have seen the success message on the top left and a "good" beep if your number is valid. If you had entered an invalid number you would have heard a "negative" beep and a failed to apply setting message. If feels like you're now trolling this mod and I'd ask you politely stop and just try this mod out or delete it and forget about it.
mkdr Mar 9, 2021 @ 8:33am 
Is 1.25 also allowed? 1.33333 too? There need to be a filter or mask which filters automatically inputs. Or give a input what input is allowed. In most countries it is 1,3 for example not 1.3. Is the mod also multiplayer compatible? Or could it cause issues?
KiameV  [author] Mar 8, 2021 @ 8:33pm 
@mkdr
AngleWyrm is correct (thanks!). This is all based off fractions where 1.0 is default. 0.5 is half the time to research. 2.0 is double the time to research. In the mod's options you can adjust global settings (will apply to all new games in the future) or the current game's research speed.
AngleWyrm Mar 8, 2021 @ 1:49pm 
@mkdr, setting the multiplier to a fraction smaller than 1 speeds up research and setting it larger than 1 slows research down. The settings take effect immediately.
mkdr Mar 8, 2021 @ 10:41am 
Can you change the value in mid game? Or do you have to do it before loading? Changes will take effect mid game? You should also maybe give a hint what numbers are allowed. n.m is allowed I guess? And it has to be . not , right?
KiameV  [author] Feb 26, 2021 @ 8:01pm 
You can move to spacer but the game doesn't define any advantages for that level so it'd just change the text. I want to say it broke something too but it's been too long to remember. In short I just limited how far a colony could advance. (really it just decreases the time to research each tech as a colony advances)
Depraved Arachnophile Feb 26, 2021 @ 7:55pm 
Is it possible to go beyond the Spacer tech level if certain mods or expansions have technologies in Ultratech range or beyond?
KiameV  [author] Feb 7, 2021 @ 3:39am 
No clue. Try it and let us know =)
grimey girl Feb 6, 2021 @ 5:25pm 
Do you know if this works with multiplayer?
AngleWyrm Jan 6, 2021 @ 1:35am 
Seems like every mod author and their gerbil thinks it's a good idea to charge 500 research for their work. So thanks for this.
KiameV  [author] Nov 3, 2020 @ 10:36am 
I agree it's not the best. The logs are quite easy to access via the tilde key [~] so in the case where that information is desired it can be found.

The main problem about adding output/buttons to any dialog is there are a few research window revamps which would cause problems so this mod cannot assume how the dialog will look. Thus a log message is the safer route.
Werewolfie Nov 3, 2020 @ 9:55am 
I'm not trying to get into an argument about a mod you're developing out of the goodness of your heart, but finding the logs folder and the correct log entry does not seem as convenient as an in-game message or maybe a visual cue on the technologies required.
KiameV  [author] Oct 23, 2020 @ 1:31pm 
Tech advancement is based off the number of techs that have been researched. Each time a research completes a log message will be produced explaining how many more are needed. In the mod's options you can also set the tech needed to advance.
Werewolfie Oct 23, 2020 @ 12:06am 
Being able to advance your tech level makes so much sense! However, with mods adding research topics, it's not always clear what technologies I still need to research to advance. Would it be possible to show this information somehow? Just a list would work, but an icon or color coding or something in the research window would be even better
SetArk <Nyanverick 07> Aug 29, 2020 @ 5:57am 
Hail! Wanted to know if would be possible to add a function, that would allow us to scale research time based on your current tech level.
For exemple, Neolitic research, takes X time when you're Neolitic. Than 3/4X when you are medieval, and so on lessening the research time of lower tech levels.
This may seem OP, but let's be honest, if you achieved Spacer or Archnotech, and you just want to blast thorugh some medieval or neolitic research you left behind would be cool to be able to burn then quickly.
And would be a cool way to streamline resaerchs.
Maybe give an option to do the inverse, and scale upper tech research based on your tech level?
Or would this be too much?