RimWorld

RimWorld

Research Reinvented
1,073 Comments
Crippled-Knight 23 hours ago 
ok, thanks for confirmation, great work anyway and this bug is totally managable when you realize what causes it so don't worry
PeteTimesSix  [author] Jul 1 @ 6:00am 
@Crippled-Knight its an old bug that made me burn out last time I tried to fix it, so I've kind of given up on it. There's a toggle in the mod settings to disable the system responsible, and it should default to enabled from 1.6 on.
Crippled-Knight Jul 1 @ 5:36am 
Looks like an old bug came back that makes random bills disappear whenever research finishes (not sure that this mod is causing this, but read somewhere that it had this issue in the past)
Vercreek Jun 26 @ 4:04am 
I was messin' around with the mod and seems like there's an odd incompatibility with VE Plants; when it's present, pawns won't research certain food related researches for MO and other mods. Tried it with a MO, Progression: Kitchen, VE Plants and RR and seems to be able to replicate the issue consistently
Apocryphus Jun 25 @ 4:29am 
@PeteTimesSix - thanks for the response, I'll test again! I feel like they were going for longer than three hours, but I could have been getting impatient. Right now I have it turned off, but I'd like to have it back on, it's a lot of fun.
PeteTimesSix  [author] Jun 24 @ 12:23pm 
As a note, Frame_CompleteConstruction_Patches will be throwing a warning in 1.6 due to some changes in VEF. It's a non-critical issue (on my end), but until I've fixed it prototype buildings will not work as intended.
PeteTimesSix  [author] Jun 24 @ 12:21pm 
@NameHere there is not. Far as I know there's no mech that can do Intellectual work, anyway.

@Apocryphus unlike in vanilla, the jobs in this mod aren't "long-term tasks". This makes it possible to prioritize those jobs, but it also means that once a pawn starts the job, they'll finish it unless interrupted. The duration though is set to 3000 ticks or about three in-game hours, so it shouldn't be lasting the entire night.

@Drunken Eagle its possible, but the settings menu does an admittedly poor job of explaining itself. I've got a new version in the works in which the descriptions should hopefully be a bit clearer, but until then: Set static importance of Theory to 10% and disable infinite overflow, then set every other category to be only available from 10% to 100%.
Drunken Eagle Jun 24 @ 3:41am 
Thank you, I always wanted something like this since I started playing, never liked vanilla approach on this.

Altho, Im trying to setup it to needing to ponder on the research table for like 10% of research needed and then proceed to other stuff. I know there is a slider for minumum progress required, but I also wonder is its possible to limit theory max gains to 10% of total research required?

My thought process is going for applicable science approach, just modifiying it to require pondering for 10% and then doing other stuff.
Solarius Scorch Jun 24 @ 1:00am 
Yeah, I absolutely love it. Seeing the local scientist run about the base, drag random stuff to the lab to examine it, crawling around machines and pestering guests is so much better than desk grinding!
t0m4s1t0 Jun 19 @ 11:11pm 
Goated mod, applied science mode really makes researching a proper activity instead of desk grinding.
Apocryphus Jun 19 @ 8:27am 
I have an issue with this mod installed - my researchers seem to not want to stop researching even when the schedule changes or they're hungry/tired/need recreation. With the mod off, colonists stop researching promptly when the schedule changes or when their needs are low. With it on, Colonists will work through the night until they're close to collapse. Any ideas? I really love this mod, and would like to keep using it.
NameHere Jun 14 @ 7:58am 
is there a way to have mechs to research or am I doing something wrong?
FripouilleSaharienne Jun 11 @ 6:44am 
is there a way to make mechanoids prototyping ?
Revlis Jun 9 @ 10:13pm 
I get the error RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch, I believe it's this mod as it's the only one I can find in my list that could be related to the term RR, doesn't seem fatal in any way but it would be nice to not get the error lol
SFU|YortusMugwortus Jun 7 @ 2:45pm 
I wonder if this works with Research Papers.
Lanceyy242 May 22 @ 7:22pm 
Amazing mod but when using a techfriar crown from VFE - Empire, sleep and recreation aren't restored when doing the custom research tasks added by this mod, like the nutrient content analysis.
MisterRextored May 19 @ 2:16am 
First of all I'm using a translator to help my terrible English. This mod is one of my favorites for all my games played since I discovered mods in this game but lately I'm doing some medieval runs and I'm using MO but it's giving me problems learning the locked enagrams, despite enabling the infinite learning options the enagrams keep saying that the category is full and won't let me finish the research, no matter what I try to do in settings to fix it even if I put it in vanilla mode.
Schnorf May 13 @ 2:49am 
First I'd like to say: great mod; :chocola2: I've been using it for a long while now. Across my many colonies, I have only found one consistent bug: When the "Knowledge Extraction" option is enabled on a prisoner in a mental state, it spams the error log with the classic "[Pawn] started 10 jobs in one tick. newJob=RR_InterrogatePrisoner (Job_2412230)"
Mr. Krill May 12 @ 1:53pm 
Not entirely sure, but it seems like the error is related to your mod:

RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch (instructions not found, stage 1)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
PeteTimesSix.ResearchReinvented.HarmonyPatches.Prototypes.Frame_CompleteConstruction_Patches:TranspilerSpawn (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>,object)
PeteTimesSix.ResearchReinvented.HarmonyPatches.Prototypes.Frame_CompleteConstruction_Patches:FullTranspiler (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])

https://gist.github.com/HugsLibRecordKeeper/c8598e1ec7f177c736ac7753b79d0758
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 - {LINK REMOVED}
No 2 - {LINK REMOVED}

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.