RimWorld

RimWorld

Research Reinvented
1,163 Comments
d_valroth 15 hours ago 
Turn off the generic vanilla paper shuffling and it's far more than a slight cost increase. Foundational techs become mandatory unless you can get examples of later tech to reverse engineer.
Xtrem532 20 hours ago 
How do Drug trials work?
Sargalis Nov 8 @ 7:46am 
Wanted to clarify something.
If I understand correctly, this mod doesn't account for technological disparity disadvantage (x1.5+ tech cost for insufficient colony technological level). Which, if true, is a bit of an issue for me since I'm using Tech Advancing mod to give me an incentive to go for some unnecessary tech to get rid of said drawbacks.
Is there a way to still experience technology disadvantages with this mod, or it's actually accounting for that in other way?
M0rr1s0n Nov 7 @ 6:25am 
Yes, the builder profits from a higher research stat, it is often better to use a slightly less proficient builder who is better at research to build prototypes
Tucker Nov 5 @ 11:29pm 
How does prototyping work? I built 2 prototype batteries with my constructor and only got like 2/100 research progress. Do I need the researcher or someone assigned to researching to build prototypes for any significant progress?
Lost [RUS] Nov 1 @ 2:59pm 
Idk why, but i still cant use this mod. It dont do anything even if i disable ALL other mods. I already try delete and download this mod again, but problem wont solve. How fix thos mod? ._.

Any percentage settings that affect the research speed don't change anything. I can set the theory to 500%, and it will still give the same amount of research points as it did at 60%.
The same applies to the other categories. They all give the same amount of research points regardless of their percentages.
estrogenesys Oct 17 @ 1:57pm 
I'm having a bit of a frustration:

I want prototyping to be the last thing required to complete a project.I have experimented endlessly with the sliders, and no matter what they are set on, i often have to build the same building like 10x to get enough points to finish the category. How do i set this so i only have to build 1 building one time in the prototyping category to complete a project?

my current settings for prototyping are:

Available at Progress: 95-100%
Static Project Cost Weight: 1%
Distributed Point Cost: 5%
Weight Counted for other Categories: 1%
Required Completions: 1.00

I have adjusted these values all over the place but keep having the same issue.
soldiers[PL] Oct 8 @ 7:01am 
Well, got hit with Jaysburn's bug where you cant research basic gravtech, but it appears to be product of Research Tree or other similar research tree mod, because it doesn't show you need to inspect grav engine like vanilla tree does, but you CAN add it to queue
So research never starts unless you also queue some research you CAN research, so it doesnt show up in this mod's UI
UncleRippu Sep 30 @ 3:26am 
for some odd reason I can't research fishing from the odyssey dlc with this mod enabled. none of the research methods pop up and my pawns can't use the research table, with the option to force research not popping up.
Stevarious Sep 21 @ 8:19am 
I didn't get a chance to try this the other day, but it seems to be working fine with Argonic Core if you load this first.
Balthazad Sep 20 @ 9:32am 
can u make the research kits be displayed on the other bodyside? as of now, they overlap with the tool kits from vanilla apparrel expanded :/
Stevarious Sep 19 @ 12:52pm 
Can confirm the incompatibility with Argonic Core.
- It seems to only apply to buildings, not crafted items.
- The building is not considered a prototype and can be reverse engineered.
- You do get the research points if you *fail* to build the prototype.
PeteTimesSix  [author] Sep 18 @ 8:50am 
@Stevarious The positive feedback is appreciated :) As far as tribals knowing things about spacer tech and such, there already is a soft cap in place that makes opportunities for factions with too much disparity between tech levels give less maximum points (for details see here: https://github.com/PeteTimesSix/ResearchReinvented/blob/ee090a88855be2b90b730c4bbe650d0743e891fd/ResearchReinvented/Source/Managers/OpportunityFactories/OF_Factions.cs#L19 ).
Tracking it on an individual pawn level would be a bit too complex. If you're interested in that sort of thing maybe take a look at Life Lessons?

@Lemniscate_Mike I agree its a bit scuffed but the last time I tried improving that I wrote code for three weeks, then threw it away and ended up doing godot game jams for a year, so...

@Noxilie I'll look into it.

@joe2_4 Yup.
joe2_4 Sep 17 @ 1:12pm 
can biocoded weapons still be reverse engineered?
Noxilie Sep 15 @ 8:49pm 
RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch (instructions not found, stage 1)

Hello, there is a minor incompatibility (building a prototype gives no research points) with the Argonic Core and probably with any other mod which is trying to add instructions after the GenSpawn.Spawn

Maybe you should remove the last match instruction "new CodeMatch(OpCodes.Pop)" from the spawn_instructions in the Frame_CompleteConstruction_Patches.cs on line #108
Lemniscate_Mike Sep 15 @ 5:39pm 
I'm running into a problem whereby if I'm able to prototype something on my current research but then switch to a different one, the prototypes don't show anymore.
Stevarious Sep 15 @ 7:22am 
Echoing RomainG - it is not ideal that I can interrogate these tribal cannibals for info about Advanced Gravtech, but I have no idea how hard a limitation like that would be to actually implement. If you could do it, it would also put another layer on finding Ancient Spacers in cryptocaskets. Do I let them walk off the map? He might know a lot about my current research!

And then that leans into having different individual pawns that you capture having more or less knowledge on specific subjects, based on tech level, Intellectual skill, and background... but I feel like I'm in a whole other mod territory now.
Stevarious Sep 15 @ 7:13am 
Before: "Ho hum the raiders dropped a Poor quality revolver. Garbage."
Now: "Oooh, a Poor quality revolver! I can reverse engineer this garbage for extra points towards Gunsmithing!"

Before: "Oh, I JUST figured out how to make marine armor. Better start churning out Masterwork Marine Armor with my level 20 crafter who has never made or even seen marine armor before!"
Now: "I really want Marine Armor, but I definitely don't have the plasteel to spend on the necessary prototypes AND build good armor once I'm done researching. Do I hold off and hope for a set to drop that I can reverse engineer, or make do with the Poor quality prototypes until I can mine more plasteel?"

I really love this mod, especially since I've set it up that researching things is impossible without reverse engineering or prototyping. I think *requiring* reverse engineering would make for a very interesting challenge run, too - especially starting with tribals! I think I'll do that next.
estrogenesys Sep 5 @ 10:40am 
easily one of my favorite mods. turns research into it's own little mini-scavenger hunt and is way more engaging and rewarding. Can we get a feature to save our custom preset? I've got a fun one that relies heavily on Material Analysis, Reverse Engineering, and can only be completed in the last 95-100% by prototyping :)
apollodown Sep 2 @ 2:14am 
Feature request: Research tier affects theory percentage(ie. lowering with each new tier - my problem is that I start burning through research in medieval times but animal research is painfully slow)
RomainG Aug 17 @ 1:59pm 
I think it would also be nice to have an option where you can't learn knowledge from a prisoner whose faction's tech leve is lower than the research tech level ;)
RomainG Aug 17 @ 1:52pm 
Hey @PeteTimesSix, thank you for your incredible mod !! I thought it would be very nice if prisoners had the "knowledge extraction" on by default, it would help quite a lot more than otherwise having to manually turn them all on
♥ hazelnot ♥ Aug 15 @ 3:08pm 
Thank you so much for the LL patch!
MurMax Aug 14 @ 2:41am 
Life Lessons broken by latest patch - I confirm.
♥ hazelnot ♥ Aug 12 @ 3:42pm 
The new patch broke compatibility with Life Lessons
PeteTimesSix  [author] Aug 12 @ 11:05am 
@Vinny_Vex @Aarmik @Pats Should be fixed.
@GetUrAssToMars I've fixed a few cases of that in the most recent few patches to Stepping Stones, so make sure you have those.
MAYPLE Aug 10 @ 6:06am 
Hang on, you're telling me I can actually have a use for the prisoners I've taken from the Empire (Rim War + Empire 1_6 playthrough, at war with the empire)?! You mean I can do a proper "tell me what you know" scene?! Prototypes?! Why am I only just now realizing that I need this...?
Sisyphus Aug 8 @ 10:57pm 
What are surgeries locked behind?
Vinny_Vex Aug 6 @ 3:57pm 
@Armik, I just had the same problem. Got a Pawn stuck on trying to analyze terrain. My pawn was trying to analyze mud and was stuck.
Aarmik Aug 6 @ 4:30am 
There seems to be an issue with analyzing terrain that is beneath bridges and foundations. I was doing the research on the mines tech from the Mines mod and my researchers were trying to analyze marsh terrain that was beneath a bridge which caused them to get locked in standing and getting lots of red errors.
Pats Aug 6 @ 1:23am 
prototypes doesnt work if worldbuilder is loaded before this mod. probably same reason it didnt work with replace stuff
GetUrAssToMars Aug 5 @ 6:08pm 
Also, absolutely freaking love this mod. This and stepping stones have made usual game loop so much more interesting.
GetUrAssToMars Aug 5 @ 6:07pm 
https://gist.github.com/HugsLibRecordKeeper/4ced772c54c33fa433f3127520890910

My colony researcher, Murdoc, goes into a catatonic like state when attempting field research for heavy bridges in the glow forest biome. He just ends up standing still for some time till I snap him out of it.
Предплечье Jul 29 @ 11:10pm 
Hello, I do use a lot of mods and some are for research: stepping stones, research tree, research papers, as well as all the mods which add their own stuff to research. Yesterday my game froze when I opened research tree after finishing research, and today it was the same but I've been able to get a log before opening it. After a restart I couldn't open it (probly was loading up and I got there too soon?), after the next restart and waiting for a bit I opened both Vanilla tree and then modded tree

I've been using all this mods for some time now but it's the first I had this problem, so I guess it's something about the amount of completed research? Though I don't see any errors in logs directly about Research tree I will also report it there just in case

https://gist.github.com/HugsLibRecordKeeper/7a84ddeaba6e2f998cd508f1afdd9131
PeteTimesSix  [author] Jul 27 @ 6:16am 
@Turambar Yeah, that works the same as in vanilla. The opportunity is for if you end up with an extra copy of the techprint.
@Kasane Randall Thanks, I'll merge it. Though if it's a thing you'd be up for I do prefer external translations, exactly so that translators can update on their own schedule.
Kasane Randall Jul 27 @ 4:26am 
@PeteTimesSix Hi, I have created a request for changes to the rus translation on GitHub.
Turambar Jul 27 @ 2:25am 
When using a techprint, I don't earn the research points, only the right to research the tech. Is that normal?
PeteTimesSix  [author] Jul 24 @ 2:28pm 
Small update:
* Update compat with Research Data
* Ensure transpilers apply in correct order with ReplaceStuff loaded
* Make prisoner interrogation check for mental breaks
PeteTimesSix  [author] Jul 24 @ 6:39am 
@Jaysburn Going through bug reports before pushing a new version. Could not replicate your gravtech research issue. Can you?
Kateye Jul 23 @ 12:25pm 
Slight incompatibility with Persona Mechanoids 2 ( https://steamcommunity.com/sharedfiles/filedetails/?id=3522497657 ). When researching technologies from that, it shows an option under Biology to study a Persona Mechanoid, but you can't actually study the pawn that results from gestating a Persona Mechanoid. At a guess, I think they're using a placeholder mechanoid during gestation that transforms into a standard pawn upon completion (since it has a different icon), so this mod is confused about what can be researched.
This isn't a problem unless you're using a configuration that doesn't allow theory research.
PeteTimesSix  [author] Jul 22 @ 11:11am 
Cool, I'll add it to the next patch. Thanks again.
M0rr1s0n Jul 22 @ 11:09am 
@PeteTimesSix: I just tried it with loading RR first and every feature of Replace Stuff is working as intended.
The "ReviveBuilding" transpiler should be the auto-addition of the old bills:
- Destroyed buildings that are auto-rebuilt will remember their settings

and it works as intended, new beds keep their assigned pawns, new workbenches keep all their bills after theyve been rebuilt after destroying them (made my pawns actually shoot all of this to destroy it).

No log errors regarding RR or Replace Stuff while doing so
Denys_World Jul 22 @ 10:55am 
Gonna ask for Life Lessons compatibility...
PeteTimesSix  [author] Jul 22 @ 9:37am 
Oh, and thanks for the detective work.
PeteTimesSix  [author] Jul 22 @ 9:37am 
@M0rr1s0n
Actually, looking at it's GitHub it appears it has two prefixes and a transpiler of its own on it. Its likely the transpiler that RR is colliding with. I can add a loadBefore rule, but before I do could you please confirm that Replace Stuff's transpiler doesnt break that way instead? Going by the code, if that transpiler (named ReviveBuilding, if that helps determine what it's meant to do) is in effect, a completed building should print "Checking {newThing} for revival" in the log.
M0rr1s0n Jul 22 @ 9:04am 
Okay, I think I got it analyzed: the culprit is https://steamcommunity.com/sharedfiles/filedetails/?id=3526354009 (Replace Stuff - Continued), which for me got sorted via Rimsort BEFORE RR. They both patch the function Frame.CompleteConstruction but Replace Stuff does it via Prefix which makes RR fail his transpiler then. Chaning the load order around (Replace Stuff AFTER RR), makes both mods work as far as I have tested it in my setup.
This is my hugslib log: https://gist.github.com/HugsLibRecordKeeper/f1f5272bfcbb72e1d4cb6d3b1c374f5c
M0rr1s0n Jul 21 @ 1:35pm 
Alright, gonna look for this tomorrow, really wanna help to debug this, if I can!
PeteTimesSix  [author] Jul 21 @ 12:44pm 
@M0rr1s0n
If the relevant transpilers fail to apply, that will only produce a warning (because I handle the failure) somewhere during game launch. It won't be throwing errors while prototypes are being built. And there are separate transpilers for failing to finish a construction and actually finishing a construction (different code paths) so its entirely possible for one of them to fail and one to succeed.
Full log would reveal more.
M0rr1s0n Jul 21 @ 12:33pm 
I get the same problem regarding prototypes not contributing to research. Interesting is, that failing prototype buildings contributes as expected. The "prototypes" which don't contribute aren't classified as prototypes and can immediately be reverse engineered. Nothing showing up in the logs unfortunately when building prototypes. Pawns had research and construction enabled.
Aarmik Jul 20 @ 8:33pm 
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