RimWorld

RimWorld

60 ratings
Immersive-ish Research
   
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Mod, 1.1
File Size
Posted
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5.200 MB
4 May, 2019 @ 7:13pm
25 May, 2020 @ 7:37am
15 Change Notes ( view )
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Immersive-ish Research

Description
If you've ever wondered how it's possible your tunnel-dwelling illiterates totally regular colonists are able to know how and what to research, then this is probably the mod for you.

This mod makes quite a few changes to the vanilla research portion of the game, and how research is progressed throughout the game.

Changelog
- 25/05/20 - Version 2.0
View change notes for more details.

- 09/05/19 - First Release - 1.0

Incompatibilities:
- ResearchPal
- Any other mods that make drastic changes to RimWorlds vanilla Research window.

Should be compatible with any other mod that adds extra Research projects that are using the vanilla research window.

This mod currently requires you to start a new game. Existing save compatibility will be added in future.

Features:

Experiment System
  • Intellectual colonists can now perform research experiments into various scientific fields. These experiments, when completed, will unlock research projects based on the scientific field you choose, and the size of the experiment.
  • Experiments can be performed at a new Experiment Bench structure, which requires no research to build.
  • Each potential type of experiment you can perform have specific resource costs to be able to be completed. They are projects designed to be completed over time, and can be safely paused and resumed when needed.

'Brain Drain' - Education System
  • Your colonists are able to 'study' completed experiments, which will mark them as 'researchers'.
  • Your colony researchers are the backbone of your colony's collective knowledge, and losing them can bring dire consequences.
  • If a researcher happens to die, the effects can range from loss of progress on research projects, all the way to losing them entirely.

Experiment Filing Cabinet
  • To make the process of storing completed experiments more feasible, you are able to construct a filing cabinet building.
  • You can store and retrieve any experiment at any time.

Ancient Datadisks
  • Scattered throughout the (rim)world are old Glitterworld datadisks, which must be decoded to discover their contents.
  • Datadisks can be sometimes be obtained from exotic traders, and from disassembling mechanoids.
  • Datadisk contents can range from invaluable research data, all the way to completely useless and extremely valuable.
  • Random flavour text is added to some types of datadisks for better immersion.

Datadisk Analyzer
  • This is a miscellaneous construct that links to either type of research bench, similar to the Multi-Analyzer. When sufficiently powered and connected, you will be able to decode any locked datadisks you own, and load any research disks you own.

Changes to Research Progression
  • Locked research options are now hidden from view, and are only visible when unlocked via finishing experiments or loading research datadisks.

  • The main gameplay loop this mod provides is as follows:
  • Complete experiments to unlock new research projects, or obtain them through research datadisks. Research projects obtained through datadisks are exempt from the effects of a researchers death.
  • Colonists will study completed experiments to decrease negative effects of researcher death. The more colonists that study the same project, the less damage it will cause.

In Progress Features:
  • Datadisks from quests
  • More flavour texts
  • Mod settings menu
  • Better art
  • fix mod incompatibilities

Github: https://github.com/hubba368/RimWorldImmersiveResearch

140 Comments
Jet 1 Nov, 2022 @ 7:22pm 
ooooooooo this is just what i was looking for. Locked research seems more realistic
Mlie 1 Sep, 2021 @ 7:22am 
test 21 Jul, 2021 @ 10:43am 
13
SteveZero 25 Apr, 2021 @ 12:43pm 
Is this mod being worked on still? Might take a stab at it otherwise. I've been thinking of a similar concept for a while. I specially like the datadisks, precious old world tech knowledge.
Xyllisa Meem Paradox Station 4 Mar, 2021 @ 9:01am 
does this work with 1.2?
hubba  [author] 2 Nov, 2020 @ 6:46am 
@Franimus currently it requires Royalty but I'm currently working on a new update which will include a version that doesn't require Royalty.
Franimus 15 Oct, 2020 @ 8:41pm 
Is there a version of this that does not require the DLC?
test 16 Aug, 2020 @ 12:38pm 
12
Emilie Sackenball 9 Aug, 2020 @ 10:15pm 
After testing it a bit, I was expecting more, so this mod just pay tons of steel for get a random tech, them just after than you still need to make the usual vanilla researching ...
And worse because I can't use a convenient research organizer mod like research pal, and the names just sandwich the tabs than are not pleasant to read. The execution of this mod needs to be revisited. Iam assuming you're still fleshing out the idea and this is just a pretty alpha start

Lugaru 4 Aug, 2020 @ 12:18pm 
Doing a run with this mod and generally enjoying it. That said I would love to see:
- The bill ANY added in the Experiment and Study sections to allow for less micromanaging if you are not picky.
- Being able to study experiments in filing cabinets. If not I feel better off just using a deep storage solution instead.
- Perhaps copying 'random research' (it is a mod) to allow researchers to then assign themselves projects (if you do not do it for them) to cut back on micromanaging (straight improvement from vanilla).
- Some research speed increase mechanic to justify how expensive experiments can be. I'm playing tribal right now so maybe that is biasing me (they are slow).