RimWorld

RimWorld

Random Research
187 Comments
donut Jun 9 @ 9:30am 
Does not work with anomaly DLC as there is no option to choose anomaly research which happens simultaneously to normal research.
Kepabar May 2, 2024 @ 4:58pm 
This seems to be broken with Anomaly.

Once you start studying occult things the random research selector will sometimes pick an Anomaly research project to use at the 'normal' research bench, so you never progress on that research. It sits at 0/10 forever.

You are also constantly prompted to choose an anomaly research project (but can't as this mod blocks out the option). Because of this, you can study things but you will never unlock any anomaly research.


Mod would need to be re-worked to treat anomaly projects different from 'regular' research projects.
ArtoniX Apr 20, 2024 @ 1:23pm 
SPOILER ALERT You really can check your current research clicking on research bench, and if you have at least one known research, you can easily reroll your current research just by stopping it and starting again, until you got what you wanted. Sad to know
AΩΣ Apr 16, 2024 @ 5:46pm 
Hey howdy, figured I'd drop in my experience here. I am having the anomaly researches not researching (on 100% blind) and I've noticed when hovering over the research bench. it tells me what I am researching (Or I'm just noticing it now). Not certain if it was a new feature from base content inferring from the intended mod. Hopefully this helps.
Khabraxis Apr 14, 2024 @ 6:04pm 
Anomaly research doesn't really work with this. im guessing its because there is now 2 seperate research tasks at a time.
Omahawski Apr 13, 2024 @ 2:08pm 
NOT* NOT Majorly Gamebraking* ate a word
Omahawski Apr 13, 2024 @ 2:04pm 
Like i said it's majorly gamebreaking all i have to to is just cancel the anomaly's research and start it again for it to pick another research
Omahawski Apr 13, 2024 @ 1:59pm 
it's basically separate, you study captured anomalies and they have separate research points (idk if i can post imgurr links without it being reviewed immediately)
Uuugggg  [author] Apr 13, 2024 @ 1:51pm 
How are you queueing research if your research is supposed to be random

TL;DR how does anomaly research even work
Omahawski Apr 13, 2024 @ 1:34pm 
Is it possible to blacklist anomaly research to be picked by this mod? I prefer picking this myself, and when random research picks up anomaly one, it isn't researched because i have already queued a research and it also breaks Research Tree (Continued Tree) Generated Tree making it blank forcing me to reload the save, It's not anything gamebreaking. Thanks For updating to 1.5
Zapara Oct 2, 2023 @ 10:07am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2597460077 Has repeatable research. I'm not sure it causes any issues.
Beefy Swain Oct 1, 2023 @ 10:02am 
Also, seems like sometimes the random research that is selected is a previous research that was "paused". I would prefer that not happen.
Beefy Swain Sep 30, 2023 @ 7:19pm 
Also, the ability to pause researching, like when I want my researchers to do other things
Beefy Swain Sep 30, 2023 @ 5:26pm 
It would be cool if there was a symbol next to research items on the tree that have been "discovered" and are in progress, but paused.
Uuugggg  [author] Jun 16, 2023 @ 10:56am 
what researches repeat when was that a thing
azulius Jun 16, 2023 @ 9:53am 
gets stuck on repeatable ones, and keep doing same one all the time
Gyropilot Apr 19, 2023 @ 4:59am 
Working perfectly even with a shitload of mods
I'm running Research Reinvented, Tech Advancing and Ancient Technology
GADefence Feb 17, 2023 @ 8:33pm 
There should be an option to always pick the fastest research so my neolithics don't waste so much time researching electricity when great bow is also available.
tri_idias Jan 7, 2023 @ 5:01pm 
I don't think I can get this mod to work 100% somehow. While it will automatically pick a research for me, it's not hidden somehow. The setting to reveal is at 53%, but I can see it right off the bat. Also, I can still select my own research topic. Is it because I reorganized the research tree via the other plugins?
Unfriendly Joe Dec 4, 2022 @ 11:04am 
This is the best damn random research mod ever done for Rimworld, and I've been using random research mods for Rimworld since 1.0. Find it really hard to play this game without a random research mod, just makes the game way too easy and rote otherwise.

Thank you for this mod, it's beautiful, it's wonderful and you're a scholar and a gentleman.
minor threat Oct 27, 2022 @ 2:19am 
Very nice, I like science to be this way. I guess my favorite would be if science aligning with researchers ideology is weigthed heavier, but still great idea.
Sentient_Worm Oct 22, 2022 @ 1:19pm 
Thanks for 1.4 uuugggg Now I dont need to monitor my pawns anymore XD
Uuugggg  [author] Oct 22, 2022 @ 9:03am 
Quoth: Hey, do you want research to be a little less random? Nope. Who's gonna design the system that chooses what to do, that satisfies everyone's requests for what they think is pseudo-random enough?
Fletcher Oct 22, 2022 @ 3:18am 
Would it be out of scope for this mod to have an option to complete the lowest tech level first? Or only tech of the current level or lower, when paired with a mod like Tech Advancing?

Either way, thanks for the mod and updating it to 1.4!
Uuugggg  [author] Oct 12, 2022 @ 9:20pm 
UUUuuuuuggggggggg
Sentient_Worm Oct 12, 2022 @ 7:15pm 
I gotta ask that annoying question. Plans for 1.4?
Lemon El'Jonson Jul 3, 2022 @ 11:04am 
Love this idea!
I always felt like it was strange that 1 person dinking around at a table for a few days can just suddenly build batteries or ARs. It would be cool to build a mod where you need to acquire or examine objects before researching how to make them, but it would be way too complicated to make it work well.
Yoann Sep 12, 2021 @ 1:42pm 
Hi,
It's the first time I play the mod with the reveal before research completion, and so the first time I use the re-roll research button.
I just discovered that research previously cancelled can be chosed again by the random research, without warning (it was the short research "Long blades", so few research time lost).

It is wanted?

I would prefer that previously canceled research can't be randomly started again if others choices exists, please.
Uuugggg  [author] Sep 4, 2021 @ 10:11pm 
1.3 up and good
Emmote Aug 28, 2021 @ 8:43am 
Yea - this kills dev mode.
Gray Sanddragon Aug 13, 2021 @ 11:28am 
confirmed, dev mode killed
༺midas22༻ Aug 8, 2021 @ 1:08pm 
crazy how more than half of the un-updated mods i'm subscribed to are all from you
Loki Jul 29, 2021 @ 8:59am 
Having same issue as NilchEi, trying to open developer mode menus fails and spits errors
NilchEi Jul 22, 2021 @ 10:31pm 
Menu from developer settings do not open when Random Research is enabled, throws following error:

Exception filling window for Verse.ImmediateWindow: System.MissingMethodException: void Verse.DebugActionAttribute..ctor(string,string)
at (wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesInternal(System.Reflection.ICustomAttributeProvider,System.Type,bool)
Sentient_Worm Jul 21, 2021 @ 2:02pm 
Thanks tho still needs the 1.3 tag :P
Uuugggg  [author] Jul 21, 2021 @ 11:03am 
Gold star for the Sentient Worm.

> Mod seems to work fine in 1.3

Which is my assumption for every mod. People blindly saying '1.3' when it works fine is annoying.
Sentient_Worm Jul 20, 2021 @ 7:00pm 
Mod seems to work fine in 1.3 just needs the version thing updated
DMRobG Jul 18, 2021 @ 11:58am 
How does this mod work with 1.3
Castilios Jul 8, 2021 @ 7:03pm 
Can you please update for 1.3
Ryujin May 8, 2021 @ 11:10am 
Just a random question, does this work in Multiplayer? or does it cause desyncs

Michiko Apr 7, 2021 @ 11:46am 
I can't remember if I've already asked this before, but do you happen to know if it's possible to do this same kind of thing but with crafting bills? I don't like uniformed colonists and would rather they attempt to craft random weapons, armor and other things instead, for whoever has enough skill, for whenever there are enough materials for such crafting. Until I tell them to stop of course.
Uuugggg  [author] Mar 10, 2021 @ 11:19pm 
ResearchPal at one point was split into two mods, ResearchTree, or the other way around, anyway I think Random Research might support the other one better.
jus2150698 Mar 10, 2021 @ 6:09pm 
the mod seems to work great but if you have the researchpal mod the research will always be know by checking the research tab no matter what you set the % at to learn what it is that's being researched
kongkim Mar 2, 2021 @ 9:58am 
Anyone know if it workwith the mod Tech Block?
Nahinalau Feb 7, 2021 @ 11:29pm 
I figure I might as well mention in case anyone else experiences this issue. If you're playing with the Hotseat Storyteller Randomizer to compliment your Random Research fun, be mindful some storytellers, like Vanilla Expanded Maynard Medieval will limit your tech research level mid-playthrough. You will receive a text notification "Need Research Equipment". In my case equipment was not the issue but the storyteller. Hope this helps anyone searching on Google!
kengbeehuen Jan 25, 2021 @ 5:24am 
this mod is the most i like. Its sometime give u a hard time especially start of the colony. 5 starts.
xTao Jan 23, 2021 @ 3:30pm 
Smokeleaf for Randy
Zarnicolas=VX9= Jan 9, 2021 @ 12:27am 
Thanks
Uuugggg  [author] Jan 8, 2021 @ 10:03pm 
Yeh, it needs to be activated as a scenario option when you make a new game (or read above for how to add midgame). Anyway that should be bolded in the description so there you go.