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 @ 8:25
20 aug @ 8:51
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Research Reinvented

Beskrivning
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.
Populära diskussioner Visa alla (27)
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31 okt, 2024 @ 2:45
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24 dec, 2022 @ 10:17
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21 sep @ 9:59
1.6 bugs
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1 169 kommentarer
CryingEevee524 17 nov @ 21:27 
prototyping seems pretty rough in general honestly, i end up having to deconstruct and reconstruct a lot just to get any points, would make a lot more sense to construct a prototype and then have a pawn investigate it to see how they can improve upon it like reverse engineering and production experience works.
CryingEevee524 17 nov @ 21:25 
is there any way to make it so that only pawns assigned to research can make prototypes? it's kind of a pain to have to kick certain pawns off of constructing something so that my researcher can go do it instead to maximize the research points i get.
Abbot 16 nov @ 4:38 
Is this compatible with life lessons?
Devonte 15 nov @ 10:17 
I can’t seem to research anything requiring a high tech research bench?
BANGBANGCHOOCHOOTRAIN 11 nov @ 6:51 
For any others with this issue, I created a research spot and I was able to decrypt at that spot
BANGBANGCHOOCHOOTRAIN 10 nov @ 11:39 
I seem to be unable to decrypt the Mechanoid Transponder to make a Mechanitor. I have both Machining and Battery researched. The selected person will bring the transponder to a workbench and then immediately drop it.
d_valroth 9 nov @ 19:59 
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 9 nov @ 15:01 
How do Drug trials work?
Sargalis 8 nov @ 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 @ 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