RimWorld

RimWorld

SS Researchable Stat Upgrades
315 Comments
Chief Petty Officer Egg Aug 22, 2021 @ 8:31am 
No its still in 1.0 do you think they will update it?
ozma64 Aug 8, 2021 @ 10:03am 
any chance for 1.3?
Stoic Saltine Nov 23, 2020 @ 5:30am 
Not sure if you're still active, but I wanted to make a suggestion:

Medical research to decrease the number of treatments needed to get rid of ailments (ie. gut worms). Would be nice for late game scenarios where more colonists are getting sick.
Adda Jul 6, 2020 @ 12:51am 
@explodoboy See his Github repository. Mod is licensed under MIT license so you can use his work as long as you preserve copyright and license notices. Give Spdskatr credits and it should be all good.
explodoboy Jul 5, 2020 @ 9:12pm 
Hope that the mod author (Spudskatr) is still reading the workshop comments!

I would like permission to use parts of SSRSU in my mod Science Never Stops for an infinitely repeatable research.
megabot May 3, 2020 @ 4:58am 
I'm assuming the combat upgrades don't work with combat extended?
Mlie Mar 24, 2020 @ 11:33am 
I have uploaded an updated version of this mod, made by user firefoxpdm.
https://steamcommunity.com/sharedfiles/filedetails/?id=2034010625
They will not be releasing their version on Steam but have given me permission to do so.
Hope this helps anyone!
Six Mar 23, 2020 @ 6:09pm 
Please update to 1.1, thank you!
kzs583 Mar 23, 2020 @ 12:48am 
please 1.1 ver T^T
Killer Tamashi Mar 22, 2020 @ 6:33pm 
Anyone know if it works with 1.1? sometimes out of date mods mostly work fine
Afrochad Mar 18, 2020 @ 9:50am 
Hi author,

Could you kindly update this beautiful mod of yours to 1.1 please?
Thank you so much, big fan!
☾⎛sιтєʀ⎞☽ Mar 15, 2020 @ 12:54pm 
1.1 please!
Grim Mar 15, 2020 @ 11:02am 
When you have the time I would love a 1.1 update.:lunar2019piginablanket:
FREE HONGKONG Mar 13, 2020 @ 2:36am 
업데이트 안하나 ㅠㅠ
Droknar Mar 7, 2020 @ 6:43am 
I would love this mod in 1.1
SalzStange Mar 6, 2020 @ 8:29am 
update pls
mtg Mar 4, 2020 @ 4:05pm 
love the mod, please update or if anyone knows of an alternative?
EMERL Mar 1, 2020 @ 4:06am 
I more or less can't play without this mod xD it's that essential for me hope to see an 1.1 update
Ralathar44 Feb 29, 2020 @ 8:30pm 
Love the mod, eagerly waiting a 1.1 update.
Tyrael Feb 28, 2020 @ 9:08am 
nice mod! w8 for update!
Tyler Feb 26, 2020 @ 2:34am 
Please update to 1.1
legoholic Feb 24, 2020 @ 4:58pm 
Any plans for this mod to be updated to v1.1?
War Daddy Feb 2, 2020 @ 2:11pm 
I believe its the same for me too. I first noticed it while testing the new mechanics for rimatomics. @Spdskatr I hope this helps narrow it down for you! Let me know if there's anything I can do to help!
Dahak Feb 2, 2020 @ 8:03am 
Same problem, but mine is showing the number of times researched even though I am nowhere near the pre-requisites for the repeatable tech. Disabling the mod immediately returns my pawns to humans rather than crazy mutant speedsters. Re-enabling means you have to start all the research over though so I will just have to leave it off for now :( For me it started happening after the most recent rimatomics patch. Not sure where the conflict there would be, but it isn't a small, simple mod so I wouldn't know where to start looking!
War Daddy Feb 1, 2020 @ 10:24pm 
I'm experiencing a similar issue. It seems to be multiple levels of the repeatable tech though. The current research point requirement for the repeatable tech is so long it doesnt show up correctly in the ui. It shows that the tech hasnt been completed at all, but on my pawns stats they have over a 1000% boost to global work speed. There is a screenshot for reference. It says 0 times researched but there is a 187 after that which im assuming is how many times it thinks its been completed. I'm not complaining, but it is a little broken.

https://steamcommunity.com/sharedfiles/filedetails/?id=1986329391
GHXX Jan 23, 2020 @ 11:29am 
@Reokun, i'd like it if you could send me a world and a mod order (preferably just this mod, TA and Core) which produces the error. Then i could track it down and fix it. I am unable to reproduce it as of now.
imnam401 Jan 23, 2020 @ 5:13am 
In my case, tech advancing causes the problem. probably due to recent update
Reokun Jan 22, 2020 @ 10:55am 
So i have this bug that when i research ANY tech , it gives me a free research for the repeatable production , which means that with over 250 researchs , my pawns are just wayyy too op with their +250% speed and production
That One Strange Fellow Jan 21, 2020 @ 4:14am 
I may have overflowed the research tech with Rim of Madness. I haven't done any research for this mod, but I have done the repeatable tech for Deities in Rim of Darkness to completion. It appears the the Factor From Research overflowed to give x-2147483648% modifier to Move Speed and Global Work Speed, which results in stupidly fast moving pawns (typically which I reach with full Archotech limbs) that complete tasks instantly. I think this has to do with some incompatibility regarding repeatable technologies although I don't know how to confirm.
123nick Jan 12, 2020 @ 6:16am 
hey, how do you deal with item truncation? for example, with mining i thought the game code would be wise enough too just put the extra tiems in a seperate stack when mining ore. and i dont really wanna increase the stack limit since that would make storage too easy. im not using this mod particularly but its hard too find info for how vanilla does stack truncations and how too fix it, so, do you know why putting this mod higher in your list fixes it?
Mike Sep 1, 2019 @ 5:57pm 
PART 3 of 3

The tech cost however should be a bit steep, requiring nutrient synthesis as a prerequisite. Nutrient bars being another 1000 points, followed by (and this just came to me as I wrote out the bit about wrapping the bar) a 800 point tech reffered to as "Survival nutrient Bar" Which would allow for a new set of recipes all of which are identical to the previous recipes in resource cost, however they would require a cooking skill of 10. The outcome being a nutrient bar that is packaged and will not expire, allowing for a long range travel ration.

I'd try it myself but I have zero modding knowledge.
Mike Sep 1, 2019 @ 5:57pm 
PART 2 of 3

Perhaps costing x1 paste x2 or x3 chocolate per nutrient bar. Meaning that bulk crafting would cost potentially x5 paste,x10(or15) chocolate for 5 bars in one craft to x10 paste and x20(or30) chocolate bars for an outcome of 10 nutrient bars. Perhaps with a simple low cooking skill of 6 or 8 required. As the mixing vat is doing most of the work and all the pawn is really doing is wrapping the bars.
Mike Sep 1, 2019 @ 5:56pm 
I have a suggestion but it's too long so I'll be posting it in 3 parts.

PART 1 OF 3

I have a suggestion. Something for larger colonies that may need nutrient paste. Image combining nutrient paste and chocolate in a chemical vat. Melting them down and blending them into a green hued nutrient rich chocolate bar. The resulting food item being crafted in 3 options x1 x5 x10. While giving the amount of nutrients that paste would give, while giving HALF of the joy bonus of chocolate as it is a weaker tasting chocolate, but still chocolatey.
Mistletoe The Bard Aug 25, 2019 @ 5:10am 
I suggest anyone who play with tools, or body upgrade mods, or research boosting mods not to use this mods together. As this mods becomes too op combined with research boosting mods. And defeat the purpose of upgrading tools or body parts, since stats is just better. You better spend time on researching stats than trying to get a bionic arms everytime you recruit.
Mistletoe The Bard Aug 25, 2019 @ 5:08am 
This mod is def op in some way... especially with the movement speed upgrade. I have this mod combine with apparel mods that gives movement speed. My colonist now runs faster than horses from the horse mods. Lmao... no point to ride a horse anymore. My horses are only for hauler in my base. Colonist has 8.68/s movement speeds. LOL
ROBOCOP Aug 17, 2019 @ 12:03pm 
I put this mod fifth on top and everything became normal)
ROBOCOP Aug 17, 2019 @ 9:37am 
[SS Researchable Stat Upgrades] Patch operation Verse.PatchOperationReplace(/Defs/StatDef[defName="AnimalGatherYield"]/maxValue) failed
file: C:\GAMES\RimWorld.v1.0.2282\Mods\936594912\Patches\Patches_Building_Animals.xml
[SS Researchable Stat Upgrades] Patch operation Verse.PatchOperationReplace(/Defs/StatDef[defName = "MiningYield"]/maxValue) failed
file: C:\GAMES\RimWorld.v1.0.2282\Mods\936594912\Patches\Patches_Mining.xml
can you fix it?
Ridesdragons Aug 12, 2019 @ 2:49am 
it should also be noted that some mods already check for existing parts, such as armor core. this mod, however, is old, hasn't updated in almost a year, and likely predates the prevalent usage of xpath conditional adds. in these cases, switching the load order around is a better idea. make this mod load before whatever other mod checks for existing parts.
Ridesdragons Aug 12, 2019 @ 2:45am 
@johnnyShow this is caused by having 2 mods that both add a "parts" field. in fact, just got this myself, and also solved it - in my case, it's because of Armor Core. there are a couple of ways to fix this: 1. make one mod xpath to the parts section instead of just the combat section, and put it lower than the other mod. 2. copy the xpathing contents from one mod to the other mod, and delete it from the original. 3. do some xpathing conditional magic and make both mods check to see if the field exists or not before adding in the field.

in the end, this is caused by a mod incompatibility, and not caused by this mod in particular. either a compatibility patch will need to be made, or you'll just have to fix it yourself.
JohnnyShow Jul 16, 2019 @ 5:32pm 
Hi! you mod is nice but in got a error XML RimWorld.StatDef defines the same field twice: parts. any news?
solcrux Jul 11, 2019 @ 6:00pm 
maybe add mining and harvesting yield increase?
adalast Jun 17, 2019 @ 3:17pm 
@Spdskatr I absolutely love this mod, but it seems to conflict with Harvest Yield Patch. The two feel like they should play well together and synergize, but I think this one overwrites the yield patching in some way and breaks it :(
KPLoopy Jun 16, 2019 @ 3:54pm 
Is this multiplayer friendly?
Blitzen Jun 12, 2019 @ 8:53pm 
I notice that this mod does affect a couple of combat mechanics. Is it safe to use with Combat Extended?
kagypoo Jun 11, 2019 @ 7:47pm 
Could be mistaken, since I haven't played Rimworld for awhile, but didn't this also include research for increased stack sizes during beta?
CaptainSnafu May 7, 2019 @ 6:57pm 
can anyone make a fixed update submod please ?
ChildofGaia Apr 22, 2019 @ 11:28pm 
It'd be nice if you could add a way for this research to be repeatable.
xjoshs1981x Apr 15, 2019 @ 5:40pm 
Is it safe to use Do0m[y]'s solution without causing any other problems?
xjoshs1981x Apr 15, 2019 @ 5:36pm 
roolo I don't how to do what you suggest is that something I should be able to do myself or is that comment directed specifically to the mod author?