RimWorld

RimWorld

Research Data
453 Comments
kongkim  [author] 14 hours ago 
@Lemniscate_Mike @Pharaoh
Had not been playing after last update, but have just tested, and got a lot of texture errors.
But found out its RimPy .dds textures that no longer works, so now its time to change to RimSort.
The textures itself in this mod works fine, get no errors if only using the mod, and also tested with my 400 long mod list, so long im not using RimPy.
Pharaoh 23 hours ago 
I think this latest patch messed up the archotech analyzers texture, but it seems to still be working, i can give more info if you need it
Lemniscate_Mike Aug 28 @ 5:29pm 
There's errors loading textures after today's update(I do assume you already know, but figured I'd say anyways.).
kongkim  [author] Aug 28 @ 1:54am 
Dont think there will be a problem as i guss the papers from that mod is created when the research is done, this only change when you are doing research.
But i have not testet is, so plz. let me know it it works :)
тетеря, блин Aug 28 @ 1:43am 
I guess, this could be a match too:

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

or do you have any concerns on compatibility?
BlackSparrow Aug 25 @ 6:41am 
Welp ok then :zote:
kongkim  [author] Aug 25 @ 6:37am 
@BlackSparrow Haha sorry but will not add that, its part of the trait and part of the game :)
BlackSparrow Aug 25 @ 5:37am 
That's what i was thinking of, adding the same behaviour for the research benches if they are empty. When my researcher that is incapable of dumb labor wants to research they will be able to refuel the bench with instead of waiting for someone else to refuel it
kongkim  [author] Aug 25 @ 4:00am 
@BlackSparrow But if your pawn is set to cooking and there are no fuel it will fuel it even if huel is not set to them as work.
All work stations that require fuel, if there are non and they are being used the user will fuel it if one with haul have not done it first.
But pawns set to the stations kind of work will not fuel it unless they are doing work.
BlackSparrow Aug 25 @ 3:04am 
From what i see if the pawn wants to use a building that isn't fueled it will refuel it despite having no dumb labor. https://imgur.com/a/ttiO6yt
kongkim  [author] Aug 25 @ 2:26am 
@BlackSparrow Are you sure pawns that can't do dumb labour do refuel jobs?
Im not 100% sure, but i don't think so, that its only if a pawn with dumb labor that is set to cook then do it, and not if they do not cook themself.
Im pritty sure refuel is a haul job.
BlackSparrow Aug 25 @ 2:11am 
Hey love the mod, tho a small qol improvement could be to make pawns that can't do dumb labour still refuel the research bench like they do with a fueled stove for example
Cosmosteller Aug 13 @ 3:51am 
@kongkim I ran some tests related to this and felt it would be too long to post here, so I’ve reported it in the mod’s discussion section. Please have a look when you have time. Thank you!
kongkim  [author] Aug 13 @ 2:43am 
@Cosmosteller No never seen that bug before.

But all erors that runs excessive number of times will make FPS drops.
And IngredientCount is normal xml i think, so that should not make errors unless you have another mod that change something about that, and provoke the error.

Im 99% sure its not this mod that make it, as if you run it alone you will not get that error.

So you need to look at all you other mods that have to do with IngredientCount_GetBaseCount and something like that.
Cosmosteller Aug 13 @ 2:36am 
Sometimes, a call named "ResearchData.ResearchData_IngredientCount_GetBaseCount_Patch:Prefix" repeats an excessive number of times, causing a significant drop in performance. Could you tell me what might be causing this?
kongkim  [author] Aug 5 @ 1:57am 
@marcomagallon
Yah yhey just orce it to use the normal JobGiver code i will think, that need to patch it to force it to use this mods i think.
marcomagallon Aug 4 @ 7:48pm 
Soft incompatibility with "Do your F****** Research", as you can direct order a pawn to use the research bench even with no research fuel present. The pawns do however still respect the inability to do research on their own. https://steamcommunity.com/sharedfiles/filedetails/?id=3523205869
kongkim  [author] Jul 31 @ 4:19pm 
@saibhe I like the idea, :) but i don't think it should be added in this mod,but as a patch from the paper mod to make it work together.
saibher Jul 31 @ 3:27pm 
weird request that would be cool, might be too much work, but it would be cool if the Research Papers costed ACTUAL PAPER if there were mods installed that added the resource.
( paper added by this mod is used for making books so it'd make sense to use it in research right? https://steamcommunity.com/sharedfiles/filedetails/?id=3282494718 )


Anyways, thnx for the cool mod. Finally using this mod alot recently and have been enjoying it a TON (even though I sometimes forget to do the ideology ritual from theory :lunar2019piginablanket:)
kongkim  [author] Jul 30 @ 2:09pm 
@Starlight-Ellie Thx, let me know if you like it :)
Starlight-Ellie Jul 30 @ 12:40pm 
this seems to be actually a cool way to make the research less boring, 'cause i'm really tired of grinding the research on every run i do
kongkim  [author] Jul 30 @ 1:54am 
@Farbott That is not much needed to end you world :)

But slow down the rate in the settings where it feel better for you.
Farbott Jul 30 @ 1:30am 
ngl, with how research data sounded for the multi I thought it would be a constant slow thing while its got research in it, not the end of the world even if I dont have an all-around time researcher to take advantage of it
MacBad Jul 29 @ 12:11pm 
So then you know the feeling xD

Anyway, thank you very much for the mod, friend!
kongkim  [author] Jul 29 @ 10:00am 
Haha all good done that as well :P
MacBad Jul 29 @ 9:46am 
@kongkim

Disregard that, I didn't notice that I selected a project that required the advanced research bench while I had no research data, totally my bad, sorry for the false alarm.
kongkim  [author] Jul 29 @ 9:07am 
@MacBad
I have not seen that before, will put it on the ToDo list and look at it, let me know if it keep happening.
MacBad Jul 29 @ 9:04am 
I have 0.08 research papaers in my simple research bench and the number doesn't get any lower with time while my pawns cannot do research on that bench.
I'll probably reconstruct it and hopefully the problem will not persist but I'm just letting you know.
kongkim  [author] Jul 24 @ 1:32am 
@programmed.messiah Thx a lot :D
programmed.messiah Jul 23 @ 5:57pm 
You absolute legend - thank you so much for the update! :steamthumbsup:
kongkim  [author] Jul 23 @ 4:21pm 
UPDATE:
After many requests from people, A LOT of tries, failure, and learning, I have managed to add settings to the mod.
Added settings for all paper/data recipes.
Added settings for buildings' paper/data consumption rate.

Maybe you need to unsubscribe and resubscribe to the mod for it to work if you have problems.
Hope you really like it.
kongkim  [author] Jul 23 @ 8:51am 
@Robotic But you can alwats see on the research station if it needs papers or data?
Robotic Jul 23 @ 8:47am 
I removed the mod from my list due to I couldn't easily tell "why" my pawns were not researching. Did they need more samples? I couldn't tell. Was I out of research papers? I couldn't tell. Again, this is all on the premise of "ease of use". Eventually, after searching inventory, checking the work schedules, and so on; I eventually found the break in the research chain but it's not enough for me to keep the mod in my list.
Just my feedback. Cheers.
kongkim  [author] Jul 20 @ 2:59pm 
Huge update to the backend of the mod to make it run better on 1.5 and 1.6
and to prepare for adding mod settings (Only 1.6 get settings).
If you run into errors, let me know. Remember to re-sub the mod.

Also added patch support for the mod: More Multi-Analyzers
@loklan
kongkim  [author] Jul 19 @ 3:01am 
@loklan Can take a look at it later today :)
loklan Jul 19 @ 2:54am 
gday mate, this is a ripper mod that adds depth to every playthrough, love it. i used your xml as a template to make a compatibility patch for the More Multi-Analyzers mod, I posted it to their page as well but thought i'd share it here too https://pastebin.com/eAsfeYVK
not sure if it makes more sense to have it in this mod or the other, but either way, pls feel free to add it in and thanks again for this perfectly designed mod!
PepperCat Jul 12 @ 9:41pm 
Oh, and Btw, now with the 1.6 it would be nice that the research sample bench would benefit from being in a laboratory instead of a workshop!
PepperCat Jul 12 @ 6:54pm 
Hello!
First of all, I love the mod, it makes research super interesting, combined with Research Reinvented it is a perfect combo.
In general I found the balance to be very on point in everything, the only thing that is making me struggle way too much is the gold for the Analyzer Data. That's a super rare ore, no one sells it, rarely found, dismantling mechs doesn't give it. So it is kind of a "blocking" experience. Even Plasteel is easier to find.
Other than that, I have been using it since 1.4 I keep loving it.
kongkim  [author] Jul 12 @ 5:10pm 
@Revlis Yah i like that idea :)
Revlis Jul 12 @ 3:57pm 
using this alongside research papers and research reinvented makes it looks so damn good
kongkim  [author] Jul 12 @ 1:56pm 
Nice, its a start to something big ;)
moo Jul 12 @ 1:27pm 
I made a patch for that issue (my first one!)
https://steamcommunity.com/sharedfiles/filedetails/?id=3523976238
kongkim  [author] Jul 12 @ 11:20am 
Ahh yah okay :)

Yes i patch, that, but will not remove it now, as im planing on making settings for the mod at some point. and will not update it at the moment.

So go into the mod files. under the patch files, find Building-Mods open it and remove all this.

<li Class="PatchOperationConditional">
<xpath>Defs/ThingDef[defName="RR_ThinkingSpot"]/comps/li[@Class="CompProperties_AffectedByFacilities"]</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="RR_ThinkingSpot"]/comps</xpath>
<value>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities />
</li>
</value>
</nomatch>
</li>

And it works normal.
moo Jul 12 @ 11:16am 
Sorry, I had a moment writing that. I'm not using tribals.

The research spot from RR-SS, requires fuel from this mod. I don't think that's on their end
kongkim  [author] Jul 12 @ 11:13am 
@moss my guss is that you use the Vanilla Trible mod?
If so i have not patched that to use research papers.

And if it is the Reinvented-Stepping Stones that do it, its then who need to patch it :)
moo Jul 12 @ 10:45am 
Hi. Research Paper forces the tribal/neolithic research spot to use fuel to do work, but it's not fitting with the theme of low level tech having to have a workbench to do anything.

Is it possible to patch Research Reinvented-Stepping Stones so the spot does not use fuel but is limited to the level of which research desks are unlocked where that natural transition to fuelled desks via research papers takes place?
kongkim  [author] Jun 24 @ 1:09am 
@Revlis Yes they will, this do not change anything in reinvented.
Reinvented just make use og the data/fuel system added by this also :)
Revlis Jun 23 @ 6:16pm 
I feel like I may be missing something, if I have this and research reinvented will they still gather data studying things around my base like the pot plants for plant research etc or does this overwrite that method of data gathering for them?
kongkim  [author] Jun 20 @ 12:19pm 
@lunarWITCH Nope, its part of the idea to make it a bit harder later on and not just forget about it :)
But with that said i would love yo have some options for it as some point, but it requires C# and i can't do that sadly.
faenadia Jun 20 @ 9:18am 
is there a way for the analyzer data to only be used when actually researching? i do not see any mod options :/