RimWorld

RimWorld

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Research Reinvented
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Mod, 1.3, 1.4, 1.5, 1.6
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2.605 MB
27. sep. 2022 kl. 8:25
20. aug. kl. 8:51
74 ændringsbemærkninger ( vis )

Abonner for at downloade
Research Reinvented

Beskrivelse
Consider inventing the humble mini-turret.

In vanilla Rimworld, the process is:
  • A colonist sits in front of a research table and stares at it for five weeks.

With Research Reinvented, the process can include any of the following:
  • Reverse engineer existing commandeered turrets.
  • See what you can learn from that ancient broken down security turret.
  • Analyse raw materials for their durability as turret armor.
  • Experiment with steel to figure out efficient barrel replacements.
  • Test out what modifications to the standard machine pistol or autopistol design might make for the best turret weapon.
  • Construct a prototype turret, even if it takes longer and the end product might need some fixing up right away.
  • Ask allies to provide some of their expertise, or demand that information from your prisoners.
  • Brainstorm solutions during social encounters between your colonists.

Taking advantage of such research opportunities can significantly accelerate your research progress. However, if none are available, the fallback Theory research functions like vanilla research, with only a small speed reduction (which can be configured in the settings).

Usage instructions:
  • Most research is still automatic. Your colonists will figure it out.
  • Prototyping requires you to designate prototype constructions and/or bills, the same way you designate ordinary ones.
  • Interrogating prisoners must be enabled in their prisoner tab. Enable Knowledge Extraction.
  • Information exchange with neutral parties requires spending goodwill at a Comms console. Once you're allied it is free, and colonists will do it automatically.
  • Tooling research progress is generated by doing any work at the given workbench.

Simple research kits are made at the crafting spot/tailoring bench. More advanced kits are made at the fabrication bench.

Known issues
None so far. New version on an unstable branch, so something ought to come up pretty quick.

Frequently asked questions
  • Can this be added to an existing save?
    Yes.
  • Can this be removed from an existing save?
    Other than the usual one-time errors, probably yes.
  • Does this work with mod X?
    Research opportunities are generated dynamically, based on the unlocks of the research projects in your game.
    Most mods are supported right away, out of the box.
    There may be some exceptions for mods that introduce custom research systems. This does not include mods that simply add or remove research projects or alter how the research tree is displayed.
  • Does this work with CE, ResearchPal, Semi Random Research, Dubs' Mint Menus, etc.
    Yes. See above.
  • Does this work with Multiplayer?
    Have not tried myself, but WIbigdog reports it works with no issues.

Consider also using the companion mod, Research Reinvented: Stepping Stones
https://steamcommunity.com/sharedfiles/filedetails/?id=2868389782

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

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.
Populære diskussioner Vis alle (27)
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1.163 kommentarer
d_valroth For 10 timer siden 
Turn off the generic vanilla paper shuffling and it's far more than a slight cost increase. Foundational techs become mandatory unless you can get examples of later tech to reverse engineer.
Xtrem532 For 15 timer siden 
How do Drug trials work?
Sargalis 8. nov. kl. 7:46 
Wanted to clarify something.
If I understand correctly, this mod doesn't account for technological disparity disadvantage (x1.5+ tech cost for insufficient colony technological level). Which, if true, is a bit of an issue for me since I'm using Tech Advancing mod to give me an incentive to go for some unnecessary tech to get rid of said drawbacks.
Is there a way to still experience technology disadvantages with this mod, or it's actually accounting for that in other way?
M0rr1s0n 7. nov. kl. 6:25 
Yes, the builder profits from a higher research stat, it is often better to use a slightly less proficient builder who is better at research to build prototypes
Tucker 5. nov. kl. 23:29 
How does prototyping work? I built 2 prototype batteries with my constructor and only got like 2/100 research progress. Do I need the researcher or someone assigned to researching to build prototypes for any significant progress?
Lost [RUS] 1. nov. kl. 14:59 
Idk why, but i still cant use this mod. It dont do anything even if i disable ALL other mods. I already try delete and download this mod again, but problem wont solve. How fix thos mod? ._.

Any percentage settings that affect the research speed don't change anything. I can set the theory to 500%, and it will still give the same amount of research points as it did at 60%.
The same applies to the other categories. They all give the same amount of research points regardless of their percentages.
estrogenesys 17. okt. kl. 13:57 
I'm having a bit of a frustration:

I want prototyping to be the last thing required to complete a project.I have experimented endlessly with the sliders, and no matter what they are set on, i often have to build the same building like 10x to get enough points to finish the category. How do i set this so i only have to build 1 building one time in the prototyping category to complete a project?

my current settings for prototyping are:

Available at Progress: 95-100%
Static Project Cost Weight: 1%
Distributed Point Cost: 5%
Weight Counted for other Categories: 1%
Required Completions: 1.00

I have adjusted these values all over the place but keep having the same issue.
soldiers[PL] 8. okt. kl. 7:01 
Well, got hit with Jaysburn's bug where you cant research basic gravtech, but it appears to be product of Research Tree or other similar research tree mod, because it doesn't show you need to inspect grav engine like vanilla tree does, but you CAN add it to queue
So research never starts unless you also queue some research you CAN research, so it doesnt show up in this mod's UI
UncleRippu 30. sep. kl. 3:26 
for some odd reason I can't research fishing from the odyssey dlc with this mod enabled. none of the research methods pop up and my pawns can't use the research table, with the option to force research not popping up.
Stevarious 21. sep. kl. 8:19 
I didn't get a chance to try this the other day, but it seems to be working fine with Argonic Core if you load this first.