RimWorld

RimWorld

Research Reinvented
1,054 Comments
Acid Apr 25 @ 10:36am 
having removed it both now and in my previous playthrough, I think my general experience (with a modlist of like 200-300 mods) is that this mod works very well in earlier parts of the game, and is really cool conceptually, but it really starts to cause significant lag with larger (eg. 30-40+ pop) colonies
Acid Apr 25 @ 7:35am 
PeteTimesSix.ResearchReinvented.Managers.ResearchOpportunityManager:GameComponentUpdate seems to be causing a lot of problems/lag
Monkey Magic Apr 20 @ 8:12am 
@PeteTimesSix - please take a look at the follow error reports:

No 1 - https://pastebin.com/4hvfzm53
No 2 - https://pastebin.com/ywRXhruM

These errors present when your mod is disabled, or unsubbed and either of these mods is enabled. This occurs because your mod changes the default interaction for these mods to science interrogation, changing the associated config files.

While I do not intend on unsubbing from the mod, neither do I wish to use it in every run.Deleting the affected config files stops the red error, but as I would rather not have to do this every time, might I suggest you have your mod reset any config values it changes when disabled instead? Thanks
d_valroth Apr 14 @ 12:47pm 
That's actually how it used to work, it was overpowered and got removed. The value of prototypes is just broken right now, but Pete has been burnt out on modding.
Kaschey Apr 14 @ 10:23am 
To be fair, the prototypes are very difficult to balance without introducing some completely new mechanic of malfunctioning buildings. It's already quite powerful that you can build something before researching it in the first place (especially, considering that the dmg the prototypes get is pretty easy to repair)
PyroMcDips Apr 14 @ 3:54am 
Love the idea of the mod and how works... mostly. My only huge issue so far is prototypes for new buildings barely counting towards the progress for research. Eg Building geothermal plant barely contributed 20 points to the category.

Perhaps a balanced way would be to allow pawns to field research prototype buildings to max out progress?
[kor]sundayline (^=^) Apr 10 @ 2:31am 
"Brainstorm solutions during social encounters between your colonists."
This is quite stupid, Why didn't you let this set up in the option?
I'm canceling the subscription because of this
estrogenesys Apr 5 @ 12:31pm 
no matter how i adjust the sliders, the number of iterations or points in a category do not change

is this intended behavior, or am i missing something?
Tal'Raziid Apr 4 @ 10:24pm 
Does RR let you move up the tech levels?
Nyarlathotep Apr 3 @ 10:28am 
Has anyone experienced Null error, when trying to do certain research? For example, when I try to research Skyranger from the Skyranger mod, the error pops up and my researcher never tries to research it. I assumed maybe the issue was with the mod itself, but no, research does work, when this mod is off. Very peculiar, as I never had that issue before.
Kaschey Apr 2 @ 2:11pm 
@SiCall, So THAT'S what's been causing it! Thank you so much - I was getting nervous about the state of my game at this point...
[CG] Creestab Mar 30 @ 3:05pm 
I saw online that this mod might have something to do with my bills getting deleted... but only high-explosive shells for some reason? If this isn't the cause then sorry to bother, but if it is then how do I fix the problem?
Vulkandrache Mar 30 @ 7:23am 
Can you make a screenshot of your points breakdown window for that greatbow research?
Because what you are saying here ive never encoutered when using this mod.
Its always been relevant tech from a level or 2 down that was required for production
and having to prototype drums while researching greatbows makes no sense.

If you have mods that rewrite large amounts of the techtree thats not this mods problem.
And even if, you can simply redo the prerequisites to suit your modlist.
Karasik Erohin Mar 30 @ 7:06am 
I find it incredibly stupid, that such things as "drug trial" with smoking cigarettes, building a tribal drum or an altar would be somehow a part of researching greatbows for example. And either I have to flood my base with useless drums, pews and other shit to "advance" totally unrelated research projects, or I have to wait for eons till it's done. What do god damn cigarettes have to do with anything like stoneworking? Very frustrating.
SiCall Mar 25 @ 2:12pm 
Children will try to read research books, which brings big log spam because they then try to do research despite not being capable of doing it.
StockSounds Mar 24 @ 6:04am 
Well, it do work I guess.
Vulkandrache Mar 24 @ 2:24am 
What did you mean "bandaiding". That is the method to use.
If you put theoretical down to 10%, geology and friends to 50-100
and reverse engineering and prototyping to 200% or higher
you need to find items or progress is going to be sloow.
StockSounds Mar 23 @ 8:50pm 
Is there any good way to make this sort of take over as the primary method of research? Like, having standard research be really inefficient by comparison to the special methods?

I'm currently sort of band-aiding it by using Change Research Speed and setting it really low, then also setting the standard research really low in Research Reinvented, but I was wondering if there was a less strange way.
Elgate Mar 19 @ 11:55am 
Would it be possible to add compatibility with vehicles? Making vehicles doesn't provide research xp and you cannot reverse engineer them either.
TeH_Dav Mar 15 @ 5:42pm 
@PeteTimesSix
TeH_Dav Mar 15 @ 5:42pm 
I'm getting a conflict between this, Dub's Mint Menus, and a few other mods, and on testing it appears removing this mod resolves the issue so I wanted to pass it on here. In essence, having this mod alongside Dub's Mint Menus makes it so you cannot use certain production tables, like the Primitve Workbenches mod's primitive crafting table. Not all tables are effected though; the sushi table from VCE works fine, but the campfire from base game - of all things doesn't.
Here are two logs, one with my normal mod list and another after I removed dub's rimatomics and reinforced mechanoids (which were also being flagged):

Here are the two hugslogs:
https://gist.github.com/HugsLibRecordKeeper/b91b8b3fa2c027c35eadba9d52f27241
https://gist.github.com/HugsLibRecordKeeper/92aa3eee09e267fdcc2e339b3fd16481
Frank The Duck Mar 14 @ 2:54pm 
@Haddam_Sussein that's a feature in the mod, it attempts to delete prototype/affected blueprints but it gets very confused so a bit of a broken feature. You can however turn it off in the mod options.
Haddam_Sussein Mar 5 @ 1:42pm 
I've been having a weird bug and i think its connected to this mod, whenever im making a prototype, if i change research proj while its being done the unfinished product gets destroyed automatically, also im using vanilla expanded books and for some reason i cant change or start a new project while theres an unfinished book on the map cause it also gets destroyed immediately
Dwang Zhongson Feb 27 @ 6:01pm 
Yes, @Vulkandrache, I appreciate that too. However, my point that it should be explained in-game still stands, the game DLCs are a good example how to introduce a player to new mechanics.
Gorbachof Feb 27 @ 4:47pm 
Thanks Vulkandrache! I can't express how much I appreciate it
Vulkandrache Feb 26 @ 8:21pm 
You need to reset the research with the button that appears in devmode
if you want to update an already started tech after changing the sliders.

@ Dwang Zhongson
By multiple analyzers you mean the wearable things?
I thought their description is very clear.
They do not work though, any pawn can do field analysis but that
might be due to me running 320 mods.

I have turned of interrogation so i cant talk about that.

The protyping heavily depends on the length of the project
aswell as the research speed of the builder.
I spend a few hours tweaking the setting for my modpack
and i eventualy put prototyping to 400% "speed".
Normaly i only need 2 finished for that items bar.

By cryptic to you mean things like "Geology"?
The names hardly matter. Its just a category for different items.

Im also still on an old 1.4 run so things might have changed inbetween.
Gorbachof Feb 26 @ 7:52pm 
How do I get setting changes to actually apply? I'm shifting the importance sliders up and down for different categories but the point allocation doesn't change. I even tried disabling all but the prototype category just to test and the points didn't update to allow me to finish the research with just prototypes.
Black_moons Feb 26 @ 2:27am 
Any chance of fixing the thousands of errors that occur whenever a pawn reads a schmatic who is incapable of research?

`RR: Pawn White tried to do research tick despite being incapable of research
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)`
Dwang Zhongson Feb 25 @ 8:56am 
@Vulkandrache

By "obscure" I mean that it doesn't explain comprehensively how new mechanics work. We have multiple analysers, but their use case cannot be completely deduced from descriptions and has to be done through trial and error. We can interrogate prisoners, but it's unclear at the beginning how to properly assign jobs for pawns to do that (I think they need both Warden and Research?). We can prototype stuff, but my research bar barely moves after building a prototype multi-analyser and I don't know why. Mod settings names are cryptic and don't tell me anything unless I peek into a source code. And there's lots of that.

Don't get me wrong, the mod does exactly the rework the vanilla game needed and I enjoy it so much, but it barely gives you hints about how things work. And even if it was explained somewhere deep on the Discord server, it has to be in the game still.
Naria Reynhard Feb 24 @ 2:47am 
I have an issue I don't understand why, it was working fine for a while but now it feels like building a prototype succesfully doesn't bring me any research point. Also I noticed a some modded buildings to be retro engineered even tho I built them myself.

I doubled checked that the builder was capable of science too.

Is it just that I'm unlucky and it struggle with some modded buildings and I noticed only those or is there a compatibility bug with another mod ? (the only research mods I have are mentionned compatible in the mod options)
Vulkandrache Feb 23 @ 2:02pm 
What exactly do you mean with obscure?
I dont understand and find the mod
to be quite useable.
Dwang Zhongson Feb 23 @ 6:46am 
The mod desperately needs a wiki, it's awesome but very obscure about how things work.
Golnor Feb 17 @ 5:27pm 
So I've been using this mod for a while now, and I'm at the point where not using it feels weird. I've never had any real issues with it, and really hope you continue maintaining this mod.

Thanks for all your work!
BarelyEvolvedApe Feb 14 @ 3:25pm 
When i use this mod my colony starts without even the most basic research, even if I pick an advanced start like anomaly.
CreeeesP Feb 11 @ 6:50am 
I encountered a problem with the RR_InterrogatePrisoner mod function. In version 1.5, the error “10 tasks per tick” appeared, which, in combination with other mods, initially led to character inactivity and a drop in performance. After disabling other mods, I switched to this mod. Ultimately disabling this feature solved the problem. I tested the mod during the game week. This error could not be reproduced.
Ennian Feb 9 @ 2:15am 
Is there a wiki for this mod somewhere? I am trying to figure out how 'geology' works, as my pawns never do this - similarly for the learning from constructing compact dirt or grass, they don't get any xp from it despite doing it? Does anyone know what the pre-requisites are for these research types, because I am confused.
Aphasia Feb 7 @ 5:57pm 
I wish mechanoids could prototype, cause if they build a prototype, nothing is given to the research and I have to deconstruct and have a colonist build it which is annoying
2165717335 Jan 31 @ 1:20am 
After the game has progressed for a period of time (Year 6), selecting a new research project causes the recently added items in the workbench's queue to disappear, and unfinished items instantly revert back to raw materials. Additionally, no error messages appear in developer mode.After removing this mod, the game returned to normal.
Potato Gaming Jan 25 @ 4:10pm 
Does it allow you to change the order of research? (I'm trying to make a History accurate research tree)
Lost [RUS] Jan 20 @ 4:36pm 
At this moment... I Re-upload all mods, and disable all other mods. Harmony and this was enable, and... I still dont see any change in reseatch. Wtf?
Lost [RUS] Jan 19 @ 4:12am 
Have trouble.
All categories give the same amount of learning progress. Materials, reverse engineering, theory, it's all the same. Changing the mod settings also doesn't do anything.
Glothia Jan 16 @ 3:20am 
It seems incompatible with Argon Core, which will cause the building prototype not to increase research, not broken, and can be reverse engineered.

RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch (instructions not found, stage 1)
Tonic Jan 15 @ 7:53pm 
Found an issue with the mod quality builder, it seems when prototyping, if quality builder is on, it won't count towards the research. Oddly enough it can also be reverse engineered after its built
Mr_FoxCride Jan 4 @ 8:47am 
Is there some way to make samples research faster?

The thing is, logic of pawn is to complete task and then start next task.
And if pawn sits in front of wood plank for 6 hours, the pawn won't eat or sleep for 6 hours.
Sometimes it cause problems, especially mental due to starvation or exhausting.
catmousedog Jan 2 @ 1:10pm 
Are the mod settings working for anyone with this mod? No matter what I change in the category config (importance, importance counted, target iterations, static importance, etc.) nothing ever actually changes. It seems none of these settings work at all, this is using only this mod. None of the presets actually change anything either. The only things that work are the infinite overflow and research speed options. Is this a known bug?
Tal'Raziid Dec 11, 2024 @ 10:44am 
https://gist.github.com/HugsLibRecordKeeper/0c473fc404e5580ee009dec3aed5b9a9
Sometimes i get this error spamming about a pawn trying to start 10 jobs in one tick, for "rr_research". I assumed that was this mod
PeteTimesSix  [author] Nov 20, 2024 @ 12:43pm 
Smol update: I've been busy with other things, so as a simple fix in lieu of trying to track the issue down properly, I've added a toggle in the settings to disable prototype bill cancellation, in case you're experiencing the disappearing bills issue.
Christian Seagaard Nov 19, 2024 @ 6:08am 
I'm having an issue where some of the newly unlocked tech isn't available, even though it should be. For example, I just unlock the Butchers table, but it's not visible in my productions tab.
I'm playing with VFE - Tribals. Could this be a mod conflict?
Flat Nov 18, 2024 @ 3:09pm 
Could you add VFE - Tribals support? Research is supposed to be disabled during the tribal stage, but this mod circumvents that and allows them to do some research anyway.
Flat Nov 11, 2024 @ 2:41pm 
There is a typo when interrogating a prisoner, it says "Ingerrogaging prisoner"