RimWorld

RimWorld

Semi Random Research (Unofficial)
382 Comments
GrobmotoriGER  [author] Aug 5 @ 4:54am 
This mod does not add tech level progression. If you want that you need another mod for that.
Mr. Beefy Aug 4 @ 12:12pm 
how do you increase your tech level? I have everything before microelectronics but says im still neolithic
GrobmotoriGER  [author] Jul 24 @ 5:28am 
My settings-rework caused the compatibility of Research Tree to break. I made a small a update to re-add the variable research tree trys to read. I dont like that its name does no longer represent what it is actually doing, but for now it will do.
GrobmotoriGER  [author] Jul 24 @ 4:36am 
@Tsunatus That is the understatement of the month. I cant even generate a map with both enabled.
Tsunatus Jul 23 @ 12:19am 
Not sure if it is this or research tree but when both are enabled none of them will work.
Semi research will not allow you to research anything and the research tree is the standard vanilla tree. But if you remove either of them the one left will work. Seems that both just can't be enabled at the same time and I am unsure which one is causing the issues since neither will work together.
Catbot1310 Jul 14 @ 1:18pm 
I love the "(Unofficial)" despite that, so far as I'm aware, it's been the main version for 3 major versions.

The original existed for 2.

Keep up the good work, noble mod author
GrobmotoriGER  [author] Jul 14 @ 9:15am 
@CRAZEDrAgOn52 I cant reproduce this. When I remove the mod, the vanilla behavior returns as expected. (There is a small error in the log, but as far as I can see this error can just be ignored) Also the replacement of the research button is done at runtime. I suspect you have another mod that causes this.
CRAZEDrAgOn52 Jul 13 @ 12:32pm 
removing this mod removed my research tab button. Do you know how to get it back?
Deankiller Turnupseed Jul 11 @ 3:49pm 
ima slot machine addict is there survivor style roguelite mod or smth
Maya Jul 11 @ 2:50pm 
I don't know why, but this is one of the most necessary mods on my list now. It's challenging, REALLY adds to the narrative, and I like games of chance I guess... it's... it's just the best fuckin mod, thanks for keeping it up to date
Yoann Jun 26 @ 3:53am 
Thank you :)
GrobmotoriGER  [author] Jun 25 @ 7:59am 
@Yoann I added the setting for techprints you wanted and reduced the minimum amount of research options shown that can be configured in the settings to 0. I hope that there aren't many <insert expletive of choice> who put that to 0 and then complain about there not being any options ^^
GrobmotoriGER  [author] Jun 25 @ 6:01am 
Mod should now support 1.6. 1.5 should not be affected in any way. If it is let me know!

See changelog for changes. You may need to redo your settings!
I did not do a 1.6 playthrough, so while everything seems to work fine I did not have time to test every case. if one encounters any 1.6 problems before odyssey releases please let me know.
Drago Duval May 14 @ 4:52pm 
I do use Mint Menu, so ill try it, thanks.
Dreamcrusher May 14 @ 3:04am 
If you use mint's menus, enable its research override and don't use any other research tree mod.
This mod disables any queuing from the other trees, but it'll show as queued.
GrobmotoriGER  [author] May 14 @ 3:00am 
It may be soft incompatible, if the research window is replaced the ability to start researches may not be disabled. Otherwise it should work.

If you have a mod that does not work with it let me know which one and I will look into it.
Drago Duval May 12 @ 1:47pm 
Just to be clear, is it compatible with mods that change the science tree view ? Im guessing not, but better ask just in case.

Got too many mods adding researches, so there's some tabs missing.
Dreamcrusher Apr 26 @ 8:19pm 
@GrobmotoriGER I had also realised that after I disabled the mod, they specify the 3 factions reward you with tech but are just ... researchable otherwise.
GrobmotoriGER  [author] Apr 26 @ 9:20am 
@Dreamcrusher
With just VE classical (without semi random research) the thermaebath research can be started like any other. It is not locked for me in any way. To quote the VE Classical FAQ:
"Q: Can I still unlock the new technologies without doing quests for the factions?
A: Yes you can!"
So I think everything works as intended.
If you are using another mod that locks them tell me and I can look further into that.
GrobmotoriGER  [author] Apr 26 @ 8:46am 
Will look into this, thanks for the report :)
Dreamcrusher Apr 23 @ 11:15am 
Hm... I feel like this mod allows researching things that aren't meant to be, from other mods.
Say the VE Classical, you can research their locked tech if you get it randomly. I researched their thermaebath rather early.
Yoann Apr 14 @ 8:32am 
I just finished an only schematics run, and it was okay, missing some tech is not a big issue (couldn't produce beer).
But the bad part was to have Mech/Techprint tech as available research project, as they don't have schematics (had to "cheat" for Mech and skip some techprint tech).
GrobmotoriGER  [author] Apr 14 @ 6:59am 
@Yoann This bug is a very sturdy cockroach. I fixed that like 3 times already and it always comes back.
While it may seem like im doing something with schematics, the only thing I am doing is checking if there is research progress in a not active project ^^ I can take a look at it, but I cant imagine this being a very good way to play. Especially low tech books tend to be very rare.
Yoann Apr 14 @ 4:55am 
With the new options about schematics, could it be possible to go a little farther and include options for "only schematics run"?
Meaning include in the research choice only Tech with schematic owned, techprints owned (Royalty), or unlocked by item studying (Biotech)?
Yoann Apr 2 @ 5:01am 
With the new update, I got 2 times the same research in the choice. It's not really an issue because it's bonus choice (7 choices instead of 4), but maybe it can be an issue later.

My settings: Check, check, check, check, 'Replace Choice', 'Never', Constant 4, uncheck, uncheck, uncheck, uncheck, uncheck.
Axelfox Apr 2 @ 3:05am 
Right, I meant that one :D

the only error I see is the last one in my log but I don' think that will help:

[Analyzer] Failed to capture Harmony ctor, exception: Object reference not set to an instance of an object, occured at
Analyzer.Profiling.RememberHarmonyIDs:Prefix(string)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

I have that 218 times..

other than that, I see no errors that are related to any UI or similar

this is the log if you wish to have a look at it:
https://gist.github.com/HugsLibRecordKeeper/d631a5a7ab7d958317af8fde8b9b9e00

I have tried to change the button order with "Tab-Sorting", but that did nothing either, according to its settings it should be there, but its not.
GrobmotoriGER  [author] Apr 2 @ 2:27am 
I suspect you talk about Research Tree (Continued) by Mlie. The one from fluffy is ancient as far as I can see. On my machine it is working as expected. Is there something in the log? If semi random research is removed the research buttonfrom research tree is available for me. Without being able to reproduce the issue I cant really help you there, sorry.
Axelfox Apr 2 @ 12:36am 
Hi, can you suggest a way to bring back my research button? I do use fluffys research tree and your mod, and i decided I do not really need it this time, but this made the research button to disappear from my bar, the tech tree is still available from keyboard shortcut, so only the button is not there. I even tried to add the mod back again, but that did not add the button back. Any idea?
ferny Mar 31 @ 3:42pm 
@GrobmotoriGER Thanks for your hard work man!
GrobmotoriGER  [author] Mar 31 @ 3:34pm 
I would like to decline, but thank you very much for the offer! I just think that adding people that are not actively contributing to that fork can cause some confusion for the end-user. So I think being mentioned in the description is the better option here :)
I linked the fork in my description for people who prefer that UI style. Keep up the good work, having alternatives is beneficial for everyone!
ferny Mar 30 @ 10:03pm 
Hey man, thanks for maintaining this and keeping it up with Anomaly. do you want to be a Steam contributor on this fork? If you friend Arodoid on Steam I'll add you
https://steamcommunity.com/sharedfiles/filedetails/?id=3455432792
dabeek Mar 22 @ 2:35pm 
Yeah I was wrong. Still diagnosing the issue.
GrobmotoriGER  [author] Mar 22 @ 12:52am 
@dabseek It should be: I just checked and it works fine with research tree continued on my machine. You can check the logfile in case there are hints what causes that.
dabeek Mar 19 @ 8:38am 
I pressed the square button to the right of Available Projects and my game froze. Is this compatible with Fluffy's Research Tree?
OwMyFingers Mar 13 @ 8:52am 
Oh yeah no its all good, just looked. Thanks again!
:steamthumbsup:
GrobmotoriGER  [author] Mar 13 @ 8:26am 
Not game version, mod version. The mod version is displayed in the bottom of the Semi Random Research Mod Options. If it still is 1.2.1 you may need to unsubscribe and resubscribe, as sometimes steam takes a while with their auto-update.
OwMyFingers Mar 13 @ 7:46am 
How do I go about switching the game version to 1.2.2 so that I can check if it works there as well?
OwMyFingers Mar 13 @ 7:39am 
That seems to have done the trick! Thanks pookie~
GrobmotoriGER  [author] Mar 13 @ 7:21am 
That is helping. I assumed that if a research project is being finished, that there would be a world object. Seems like that was wrong... Some mod is finishing research projects earlier than the base game as part of the world generation -.-'

I think I have now fixed this crash. Thanks for reporting it.
Would be great if you could let me know it it still occurs with version 1.2.2 or if I got that one :)
OwMyFingers Mar 13 @ 5:30am 
I see, I copied the logs when attempting to generate a world and copied them onto this doc.
Hope this helps!

https://docs.google.com/document/d/1T5Cq_0MnsjyBWdjo1RRlARrxHCE3i5SoG9awnbKZg00/edit?usp=sharing
GrobmotoriGER  [author] Mar 13 @ 5:16am 
Thats sadly not helping, as this is basically just saying something crashes, not where.
If you use hugslib there should be a green "Share logs" button on the debug log window (bottom left). This could contain a bit more information.
OwMyFingers Mar 13 @ 4:53am 
"Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 9370D0AF]"

Is all that appears in the debug menu when attempting world generation
OwMyFingers Mar 13 @ 4:19am 
I will try and give it a look!
GrobmotoriGER  [author] Mar 13 @ 2:02am 
That is very weird. If you can tell me which mods it conflicts with I am happy to fix that. But I would need a way to reproduce it. If you have any errors in your log while world gen is stuck those could maybe also help, but a way to reproduce it is preferable :)
OwMyFingers Mar 12 @ 10:11pm 
This was before the update as well I should say- I have only just now been able to sift through my pack and finally deduct this one
OwMyFingers Mar 12 @ 10:10pm 
I know you just finished up updating the mod, but I have experienced quite the unusual problem with this mod. Essentially, with it active, I was unable to generate a world. but was able to launch the mod on old worlds with it present. (Using the same modpack from back then did not work making a new world either).
Steve Mar 12 @ 12:06pm 
Can confirm seems to work again, thanks for the quick fix! Video games do be like that
GrobmotoriGER  [author] Mar 12 @ 11:33am 
Should be fixed now. If you dont have version 1.2.1 unsubscribe and resubscribe.
GrobmotoriGER  [author] Mar 12 @ 11:15am 
Can confirm, I only tested it in a modlist, seems something does not work if one of those is missing -.-' Can reproduce, fixing as fast as possible. Sry about that
Bosh Mar 12 @ 10:35am 
Game working 1 hour ago. Not working anymore. Assuming it's this mod.
Uploaded player.log to google drive. [drive.google.com]