RimWorld

RimWorld

343 ratings
Research Papers
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Mod, 1.5
File Size
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303.062 KB
Jun 3 @ 10:38am
Jun 7 @ 8:52am
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Research Papers

Description
Produce research papers from your research projects. Keep them safe or risk losing research!
Your library becomes the brain of your colony.


This idea has been on my mind for years, and finally got around to it! :)

It's a relatively lightweight overhaul, you don't need to modify your playstyle heavily. For example, there's no need to craft paper, and there's no need for your each of your pawns to individually learn the research. You just get to make ever-expanding libraries.


Features:
  • Pawns produce research papers when they finish a research project or a schematic.
  • Papers hold the knowledge of the research project and can be stored in a bookshelf.
  • Keep papers safe inside a library, or risk losing research to raiders and the elements!
  • Yes indeed, you'll be able to lose research! The game will notify you if it happens.

Existing saves:
  • Adding to an existing save will drop a research paper for each completed research project.
  • Removing mods from an existing save is never recommended, but seems to work after giving a one-time error.

Note: For these types of overhaul mods it's impossible to predict all edge cases, but it's been stable for us with over 500 active mods. Let us know if there's any issues, and please send logs and other relevant info! There could potentially be mean conflicts with other research-modifying mods.


Credits:
Concept & design by @Enrico
Programming by @eth0net
Thumbnail stock image by Tara Winstead @pexels


Check out my party game Minigame Madness!

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Popular Discussions View All (2)
0
Jun 5 @ 10:20am
PINNED: FAQ - Read before commenting!
Enrico
250 Comments
lordmizou98 13 hours ago 
Love the mod !! Thanks a lot ! Just a question, would it be possible to choose colors ? Would love to have them red to fit my library
Enrico  [author] 19 hours ago 
@Unicorn_Princess Check Human Resources mod.
Unicorn_Princess 19 hours ago 
I really like this, but I wonder if there's a way to expand on it. after all it is a little bit strange that my colonist who spent all his life growing devilstrand all of a sudden forgot all he knows about devilstrand because of a lightning strike. I know this is also infinitely harder to implement, but it would be cool if pawns carry the knowledge of techs they use (at least for a limited time), and if you have to research a tech and someone in your colony knows that tech, you should get a speed bonus to get it back.This could kinda work alongside oral tradition stuff other folks have mentioned.
Iceobeasty 21 hours ago 
and i would suggest maybe removing the mod from animal tech because that could be oral tradition stuff like historical tribes
Iceobeasty 21 hours ago 
Once this has proper VFE Tribals compatibility this will never leave my modlist. Maybe make un-erodible stone tablets for neolithic techs and medieval parchment for medieval tech and you'd be golden. Great job man
Giggles Jun 9 @ 5:33pm 
@Miia I believe that's an issue with Map Reroll in general, rerolling tends to despawn staring scenario items.
Giggles Jun 9 @ 5:32pm 
This is such a simple but fucking sick mod! Researching always felt kinda eh, but combining this with some other overhaul mods really transforms the whole thing. I love the idea of having to build a knowledge vault for your colony.
Red Heifer Jun 9 @ 4:36pm 
Love it! It added a needed element in my role plays. I was surprised to see the Pawns reading to pass time. 10/10
Mask of Humble Jun 9 @ 4:11pm 
I though this is what the research bench did or at lest the high-tech one
Miia Jun 9 @ 2:57pm 
Works slightly incorrectly with Map Reroll - upon generating the original map, the research papers spawn, but upon rerolling the map, the papers are nowhere to be found (but the research is still available, despite the papers not existing on the map).
After exiting the game/saving, then loading back in, the papers spawn in the middle of the map, as described in the FAQ.
Not really an issue, but maybe the spawning logic can be looked at.