RimWorld

RimWorld

Research Reinvented
1,129 Comments
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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Aarmik Jul 20 @ 8:32pm 
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.JobDriver:EndJobWith (Verse.AI.JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Aarmik Jul 20 @ 8:28pm 
Seems like there is an issue with mental breaking prisoners and the interrogate job giver. Specifically the anxious trait from Vanilla Traits Expanded and it's panic attacks cause the job giver to generate a job for the prisoner over and over again which causes the interrogator to get stuck 'standing'.
estrogenesys Jul 20 @ 2:24pm 
@counterpart, the builders have to have the research work type enabled for the prototype to count towards research.
Jaysburn Jul 20 @ 9:52am 
While most of the issues were fixed with that last update, this mod does not appear to be working with Basic Gravtech research.
Grack Jul 19 @ 3:25pm 
mod conflict with Life Lessons
at 1.5 all was good T_T
Ikswotok Jul 19 @ 8:18am 
I have the same Problem as counterpart. Prototyping and Production Experience do not work, and after building said Products or Prototypes no experience is gained. No errors in Log to be found. Tried putting it at the bottom of the list didnt help
DoNeo Jul 19 @ 4:29am 
I hope we will get a nice UI some day, great mod tho!
PeteTimesSix  [author] Jul 18 @ 11:28pm 
@Ambrosia
It works the same as in vanilla Anomaly. Ludeon actually did something sort of interesting with research there for once, so I left it as is :)
Ambrosia Jul 18 @ 9:29pm 
how does this mod work with anomaly's dark research? does it just lump it into the general research tree or is it still a thing that's able to be researched simultaniously?
counterpart Jul 18 @ 4:34pm 
Ah thanks - not sure what I'd be looking for though - not using too many mods currently and I didn't see any errors specifically related to yours.
PeteTimesSix  [author] Jul 18 @ 3:09pm 
@counterpart
It's supposed to, but the transpilers responsible are prone to tripping over other mods patching the same functions. Check your log.
Or your builders just have a terrible Intellectual skill.
counterpart Jul 18 @ 12:24pm 
I've been using it now for a while on 1.6 and I noticed that building prototypes doesn't advance projects. Is that normal?
azrazalea Jul 16 @ 12:37pm 
Good news @PeteTimesSix, the big round of updates from various authors in my mod pack today seem to have fixed whatever was conflicting with this mod in my error. So you can ignore that.
azrazalea Jul 16 @ 12:25pm 
@тетеря, блин I can confirm that up until the crash I listed below Research Papers and Research Reinvented were working together for me and it was quite nice.
PeteTimesSix  [author] Jul 16 @ 12:11pm 
@тетеря, блин
Not confirmed yet, but from a technical standpoint I don't see any reason it wouldn't be. Should be fine, feel free to report any issues you run into.
тетеря, блин Jul 16 @ 11:30am 
do you know if it's compatible?

https://steamcommunity.com/sharedfiles/filedetails/?id=3492739424

for anyone who is interested in deeping researching mechanics.
Lyren Jul 16 @ 6:37am 
Can confirm the update fixed the research projects the were borked for me. Thank you!
azrazalea Jul 16 @ 12:41am 
Love this mod, unfortunately it looks like I found a bug specifically with the latest update (likely a complex mod interaction). I'm using ferny's progression mod pack for 1.6 and got this log in various forms for hours until I finally tried removing this mod. https://gist.github.com/HugsLibRecordKeeper/ed3da808387fae3ac66cccc8e9c3b9b1

(scroll to bottom). Despite it mentioning the world tech mod, removing that did not fix the issue. It seems like there is a problem generating the starting reading policies?
PeteTimesSix  [author] Jul 15 @ 2:23pm 
@EliseArtemia @Lyren @Grumpy Old Man @blakOrkk
Hey, did you know that RimFridge has a super secret invisible research project used internally for its power factor settings that has itself as its own prerequisite? Because I sure didnt! Because its invisible!
Anyway , that particular case of Shenanigans should now be handled, and the project tree crawler it was exploding should now handle that particular case better, and in case of longer project loops it should now recover from the error more gracefully. See if that helps.
Farbott Jul 15 @ 2:53am 
I swear at some point there was a setting so that ALL research didnt need a pack to do, was that removed or just lost in the update? My pawns still need a kit to analyze even a machining bench with the settings (presumably correctly) checked on
PeteTimesSix  [author] Jul 15 @ 1:39am 
General notice: aware of the issue of some researches erroring out opportunity generation. My sleep schedule decided to do a barrel roll for some reason, but Ill look into it ASAP.
Vulkandrache Jul 15 @ 1:16am 
They only do normal research if there are no materials or all other research is full.
Prototyping needs to be done by you by telling the pawn to build or craft a prototype.
cherry-wave Jul 15 @ 1:13am 
Hey =D Maybe I am a bit too dump but how exactly do I use this mod? My pawns keep on analysing lizardskin, but how can I say them "please do normal research" or "please do prototyping now"
EliseArtemia Jul 14 @ 10:19pm 
Yep this mod is also broken with several Vanilla Expanded mods research with 0 research parts assigned.
тетеря, блин Jul 14 @ 1:42pm 
Is it possible to set only some techs to be researched only via reverse engeneering? would be great to have not random, but special objects for it, with quests.
Lyren Jul 13 @ 9:05pm 
I'm getting certain mod projects that just can't be researched. Reel's Expanded Storage (which is also what does the Neoliothic Storage of a below comment), and Vanilla Furniture Expanded are the two I've found so far, wherein others work fine. I created a pastebin with the related error - the name of the non present key changes depending on which project it is but that's about it. Behavior is you can click Research on the project screen but it does nothing. I can finish it in dev mode, but even with all other jobs turned off the pawns don't see it as something that can be researched. https://pastebin.com/uXzy9pki

New patch and all, could be their mods missing something too but hopefully this was helpful. I do not have the addon.
Nuker1110 Jul 13 @ 6:25pm 
@Pete Could you look into possibly counting Fueled and Electric workstations as the same for Tooling research? Keeping a Fueled smithy around when I have an Electric seems wasteful.
GrumpyOldMan Jul 13 @ 5:38pm 
The same thing happened to me just now but for me it's I'm not able to research Neolithic Storage.

But I've been able to research it in previous playthroughs so no clue.

Here's my modlist.
https://justpaste.it/jkidl
John Showdown Jul 13 @ 11:57am 
@BlakOrkk. This has got to be a conflict with some other mod. In my current run i researched all the dubs hygiene tech and all of their project requirements were there and they worked with no issues at all.
Are you using the Research Reinvented addon as well? Maybe thats your issue there. I have no problems with Dubs Hygiene.
blakOrkk Jul 13 @ 10:58am 
Dubs Bad Hygiene seems to be at least partially broken. Plumbing, Heating and Central Heating don't have any project parts.
John Showdown Jul 13 @ 8:13am 
@Cheshir. It seems to be incompatible with Utility Columns mod at the moment. Lets just use this comment to bring it up to the mod author attention and wait for them patiently to make it compatible.

Otherwise yes, the research for Utility Columns is bugged. My researchers just wont do research at all when i select it. The project tab is also completely empty.
Zipzopdippidybopbop Jul 13 @ 7:50am 
How do I hide the Projects UI tab? I prefer to keep my interface minimalistic, and the projects tab is the only glaring option I cannot seem to remove. No clear options under mod settings either.
Cheshir Jul 12 @ 9:52pm 
when im trying research utility collumns, my ppl just cant start research, its a bug ?
SghHanzMullerSW Jul 11 @ 1:10pm 
is it compable whit fluffys reseach mod