RimWorld

RimWorld

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Research Reinvented: Stepping Stones
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Mod, 1.3, 1.4, 1.5, 1.6
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1.461 MB
Sep 27, 2022 @ 8:19am
Jul 28 @ 11:22am
33 Change Notes ( view )

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Research Reinvented: Stepping Stones

Description
A companion mod for Research Reinvented that modifies the vanilla research tree to one with a more discreet, logical progression.

Research Reinvented is recommended, but not required.
https://steamcommunity.com/sharedfiles/filedetails/?id=2868392160

You can see the new tech tree in the images above.
In text form, the full list of changes would be too long, so here's some highlights!
  • Electricity project is now split into Heating elements, Dynamos, Electricity (basics) and Circuitry.
  • A set of semi-auto generated early techs that will start out unlocked, unless you get a no tech start mod.
  • Every vanilla technology now has one or more logical precursor(s). No more orphan techs.
  • Some techs are earlier in the tree, some later, as befitting the difficulty of the science involved.
  • Techs later in the tech tree now have higher tech levels. Nothing Industrial about Archogenetics here.
  • Many techs now require specific other techs, instead of branching directly off Electricity, Microelectronics, Multi-Analyzer or Fabrication.
  • Organ and limb implantation surgeries are now gated behind some early medical technologies, because being able to perform a heart transplant without any research whatsoever is a bit goofy. This one is a bit controversial, so there is an option in the settings to disable it.

Non-steam version and old releases can be found here.
https://github.com/PeteTimesSix/ResearchReinvented_SteppingStones

If you want to express gratitude, support me or attempt to convert money into motivation, you can do so here: ko-fi.com/petetimessix

I've set up a Discord server[discord.gg], which is the preferred medium for discussion and bug reports.
Popular Discussions View All (5)
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Aug 4 @ 5:26am
Rimworld 1.6 Bug reports
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5
Jun 16 @ 2:47pm
Rimworld 1.5 Bug reports
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Nov 15, 2024 @ 9:45am
PINNED: Rimworld 1.4 Bug reports
PeteTimesSix
302 Comments
Lemniscate_Mike Aug 12 @ 6:34pm 
Here's an interesting one for y'all: Whenever I start a tribal run I, for some reason, already have Organization and Fire already done. . .

Anyone experience something similar?
MR. Pickle Chips Aug 12 @ 12:23am 
otherwise this is a 10/10 mod! plays well with most other mods ive used with it too
MR. Pickle Chips Aug 12 @ 12:21am 
how do i install organs and drill arms? ive got sterile tiles got prosthetic ... i dont understand whats keeping from installing this drill arm?
PeteTimesSix  [author] Aug 8 @ 12:21pm 
@Semkay.
See below, its a feature. Unfortunately there's little I can do to make it more discoverable, since Rimworld doesn't show surgeries (or any recipe, for that matter) at all until it's unlocked.
Semkay Aug 8 @ 2:03am 
I couldn't install organs and I found out that it happened because of this mod (started a new colony with this mod turned off and the problem was fixed).
NyxHyperion Aug 4 @ 12:13pm 
hmmm it feels like i toggled the settings and all of a sudden it appeared. Its possible Penoxycyline was not complete when i toggled the setting, and then completed and i swapped back to normal and it appeared.
PeteTimesSix  [author] Aug 4 @ 11:31am 
@GoblinEngineer @NyxHyperion

Huh, could have sworn I put that all in the tooltips but I guess it never made it in. It'll be in the next version, but until then the relevant techs are Simple apparel, Prosthetics and Penoxycyline on normal, and Medicinal herbs, Complex clothing and Drug production on easy.
NyxHyperion Aug 4 @ 11:19am 
I'm also struggling to determine which research is gating advanced bionics from EPOE: Forked. When I change setting to easy i can install, but when it is on normal i cannot.
GoblinEngineer Aug 3 @ 7:49pm 
Just a note, you should really specify which researches gate specific surgery types. It took me way too long to figure out that the reason I couldn't install the heart I bought was because I didn't research Penoxycilin when I had advanced bionic research. And before you say it says in the settings, no it doesn't, I checked.
Farbott Jul 29 @ 1:52am 
I, honestly dont remember the specific way because I only noticed the glow there some nights after a raid, maybe it was blown up right as it was dropped or something? Cause I've had pawns die otherwise and drop the torch as normal and it went out.