RimWorld

RimWorld

Semi Random Research
237 Comments
shiva chirr Jan 18 @ 11:05am 
just want to know why is this incompatable with more archotech garbage
Mycroft Nov 9, 2024 @ 11:40am 
So, I am not getting any new research options at all- what settings could result in this bug?
imagine Jul 20, 2024 @ 6:46am 
yeah what @Reithan said, x time to prepare a set of research and if rerolling you need to spend x time again.
Kepabar May 10, 2024 @ 6:44pm 
Testing the mod in 1.5 and noticed that if I turn on 'select research automatically' the game will break when research finshes. You get stuck in a loop with the 'research finished' window not letting you close it. When you try to close it, a new research is picked but the message for the old completed research pops right back up. Each time you close it, the cycle just repeats. Had to alt+f4 out.
lydocia Apr 12, 2024 @ 5:36am 
I'm not suscribed to this mod but I somehow have "semi random research enabled" which means I can't pick what I want to research. Is it included in another mod? How do I turn it off?
UpsetForever Mar 10, 2024 @ 7:57pm 
Unusable with loads of mods that add their own research it just takes too long unless you start with microelectronics and ideoligion with high research speed.
bubbli Feb 9, 2024 @ 4:48am 
Stellaris Reference
readymix160 Sep 20, 2023 @ 11:05pm 
I am not getting any sort of notification when completing research. is there some way to enable that?
Reithan Sep 9, 2023 @ 2:22pm 
I'd love if the "force a reroll" option was a gameplay decision. Like you tell the pawns, "Nah this looks like shit, back to the drawing board", and they have to spend some amount of research to generate a new set of options.
MerlinCross Apr 10, 2023 @ 11:58am 
Does this work with any of the "Reorganize the Research Tree" mods?
kongkim Jan 9, 2023 @ 8:31am 
Would really love to see an option that allow you to always have an random option below a Research point or limit to it.
The reason is that if you use mods like the vanilla once some of them add alot of new Research with high points like 1200 or more at the start of the game.
And with it being random i often end up with only very high points Research.
Would like one of them to always be lower. as start up otherwise can take a VERY long time :)
Vardath Nov 7, 2022 @ 1:02am 
@GrobmotoriGER Can you please do the Mr Meeseeks one too please?
Umptor Nov 5, 2022 @ 5:48am 
Is there a way to change what I'm researching after I've selected one of the options? I accidentally chose the wrong research and now I'm stuck trying to get 6k research for a tech I don't even want.
FallinDred Oct 28, 2022 @ 1:36pm 
have you tried cherry picker?
Caz Oct 28, 2022 @ 2:55am 
Can we get a way to blacklist certain research? Or a way to toggle repeatable researches showing up in the choices?
GrobmotoriGER Oct 23, 2022 @ 12:33pm 
I updated it for 1.4: https://steamcommunity.com/sharedfiles/filedetails/?id=2879094186
@CaptainMuscles Please tell me if you want me to remove it. I did not find a way to message you on steam to ask beforehand.
chiomaus Oct 23, 2022 @ 7:24am 
Sadly very broken in 1.4. Hopefully someone will adopt this mod.
김무분 Oct 23, 2022 @ 1:48am 
this mod make rimworld perfect. wish it get updated.
Lukisfer Oct 22, 2022 @ 11:58pm 
I too hope this gets updated, as it is a must-have in my opinion. Hope it happens. <3
Nobnab Oct 22, 2022 @ 5:32am 
yes pls update the mod
Oma@Stricken Oct 22, 2022 @ 3:39am 
One fun thing about Rimworld expansions is that you find out which mods you just can't play without. This one is the biggest one for me, it's just no fun to decide your research yourself. I need the dopamine hit of finally getting microelectronics in my life again. Thanks for considering an update to this one!
Ship Oct 21, 2022 @ 9:44am 
Do you have any plans for updating this mod to 1.4?
Lef Oct 18, 2022 @ 5:03am 
would that mod get updated for 1.4 ?
Selne Sep 28, 2022 @ 10:06am 
Does anyone have a method to pause the game when research finishes? So colonists don't wander off.
snailionaire Sep 4, 2022 @ 10:33pm 
i turn off te mod to play a different save but they it made is so i cant play the game
Desert[ed] Fox Sep 4, 2022 @ 6:57am 
I have an issue of research won't continue automatically if you queue them even if you disabled this mod in the mod settings. It's nothing game breaking, just have to cancel the queue and research them one by one. But this drove me mad so I just remove it and voila, fixed. Just a heads up for people who got the same issues as me.
[The] Force Aug 30, 2022 @ 1:00am 
@MagicKid and @360 no scope and @[SGS] reiner

Also having this issue now, just randomly started during a save, thought it was a file corruption issue. I'd just added a few new mods HOWEVER I tried launching without those mods and loading an older save and it's still there. Has anyone figured out what exactly causes this?

I've ALSO noticed that using dubs mint menu's to access that research tree and select the tech Semi-random research shows you can research that, but it cancels any other research project. Kinda acting like that's the research you've selected and not letting you swap.
Dinellian Aug 23, 2022 @ 10:22am 
* looking into TechAdvancing code, it seems I could simply do if (researchProjectDef.tags?.Any(x => x.defName == "srr-ignore") == true) and add the new tag def into the project
Dinellian Aug 23, 2022 @ 10:04am 
I'm looking for a way to filter out specific researches so they do not show up as an option. TechAdvancing does this by checking if there's a "ta-ignore" tag and I wonder if the mod author is still active and taking suggestions.

Alternatively, I can try contributing to the fork posted a few comments ago, but I'd need some help understanding how to do it. Looking into the files, I can see the preOpen() method which loads all available projects. Would it be enough to iterate over the currentAvailableProjects list and just filter out any defs that has a "srr-ignore" tag on it? And does the ResearchProjectDef class has a method for listing it's tags?
Kev Aug 19, 2022 @ 2:46pm 
came looking for an answer to "Why don't I get a notification when research is completed?"
Turns out Research Pal (at least the forked version) has an option to enable vanilla completion message, that fixes the problem.
Apocalypse Aug 18, 2022 @ 8:28pm 
why will they not research some of the projects.
Kev Aug 14, 2022 @ 12:17pm 
this really spiced the game up for me, breaks me away from ignoring the same research projects all the time but still giving me some control over it too, thanks!
Bongo Jul 2, 2022 @ 5:34pm 
This is awesome, thank you.
Witch ~ Jun 12, 2022 @ 9:27am 
Is it normal to not get any notif when the research is done?
[SGS] reiner Jun 8, 2022 @ 6:14am 
@Magickid, after removing remote tech it worked again
Cleo Jun 7, 2022 @ 8:47am 
@360 no scope having the same issue, did anyone find a fix? is it an issue with remote tech, races, or something else?
Karnadit May 30, 2022 @ 10:38am 
@Ranensol Thank you very much for that. It was a bit annoying not having that completion notification.
Ranensol Apr 28, 2022 @ 1:10pm 
With the no research completed notification issue with Research Pal, if you go to Research Pals settings and tick 'Use Vanilla "Research Finished" message' you do get an old-school pop-up.

It looks crap but at least you get a notification and know to pick something else.

I don't know which mod is the issue, but may be worth dumping this info in this mods Q&A?
Democracy's Top Guy Apr 24, 2022 @ 9:44am 
@360 no scope. having the same issue and no race mods
Cruel Destiny Apr 15, 2022 @ 12:06pm 
@360 no scope, There are some race mods that require that a pawn of that specific race can be the only one that can research that particular project (Revia comes to mind).
360 no scope Apr 15, 2022 @ 7:36am 
has anyone else had a problem where theres only one research option and you cant research it im not sure if its the mods i have or what but i wana know if anyone has the same problem or has a fix for it
mjdecker123 Apr 10, 2022 @ 11:32pm 
Have a question for anyone tbh. If you are playing on a Storyteller that blocks some research eras, does this mod respect that?
Salvatore Ganacci Mar 28, 2022 @ 1:58pm 
Semi Random research screen glitches out with Remote Tech, after a while of trial and error testing mods.
SolarSupremacy Mar 28, 2022 @ 8:15am 
Not compatible with multiplayer. Please consider making it use the MultiplayerAPI so we can use this with friends, thanks!
Noisy Koi Feb 28, 2022 @ 10:06pm 
could you please add an option to disable the "Finished research" prompt or atleast disable it when auto research is enabled? it kinda defeats the whole purpose of auto research.
UnWiseSage58 Feb 28, 2022 @ 6:20am 
found a mod conflict with semi random. the rim of madness cults mod research successful cults bugs out the selection screen and will only give one other option besides it self. if you dismantle the cults research table it breaks all together. i checked the debug logs but it wasnt throwing any code.any idea whats going on ?
CloudDLuna Feb 24, 2022 @ 7:51am 
I have a love/hate relationship with this mod, one one side, it makes playthroughts so much more interesting, on the other side, I get so bussy with other things that I tend to forget what I have just researched :steamhappy:... so I wish that there was a notification or some list of researched technologies.
Lurmey Feb 10, 2022 @ 12:51pm 
I just found out this is slightly broken by SS Researchable Stat Upgrades' repeatable productivity research. When completing it, it automatically restarts the same project and doesn't reset the rerolls or allow you to change project. You have to go and unlock unlimited rerolls or manual changing to fix it.
Taelim Feb 3, 2022 @ 4:06pm 
@RedEye It is impossible to advance tech levels in vanilla. You need a mod that lets you do that, of which this is not one.
Hhiq Feb 3, 2022 @ 5:54am 
this mod would be better if the research options were like 25% quicker than if you selected the research yourself