RimWorld

RimWorld

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Researchable Stat Upgrades Rewritten
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Mod, 1.4, 1.5
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14.335 MB
9 Sep, 2021 @ 10:11am
19 Mar, 2024 @ 12:05pm
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Researchable Stat Upgrades Rewritten

In 1 collection by kd8lvt
Kd's Favorite Additions
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Description
Announcement: 1.6 and the future of my projects
As y'all know, I haven't had a ton of time or motivation to work on my mods. Math is a mess of my fixes on top of Duck's old code, RSU:R has always been pretty janky, and No Caves... well NC is fine, actually. No real complaints there.

As of 1.6, I'm dropping active support for my mods.

This is mostly a time thing; life is busy around here, and while I'm at least able to hop on my PC and play games semi-regularly, I just don't have the gusto to dig in to buggy messes like I used to haha.

I give full permission to anyone brave enough to pick up where I left off to do so - in fact, if you need me to explain anything in the code, just poke me on Discord and I'll do my best.

Maybe one day in the future I'll completely rewrite Math from the ground up, but RSU:R is a nightmare to work on, having now gone through four maintainers, by my count. No Caves, at least, should work in any version, regardless of base-game changes, unless Ludeon decide to completely refactor map generation.

Thanks for using my jank all this time, y'all! I appreciate your endless patience with me, and I apologize for not paying it back in the end <3
-Kd

Reupload/Rewrite of SS Researchable Stat Upgrades for 1.4

I'll be maintaining this where I can for as long as I can - AKA as long as I stay interested in RimWorld modding. -kd8lvt

REQUIRES XML EXTENSIONS!

Major Updates for 1.4:
> Initial stages of the rewrite are complete. Will be working more on it in the coming weeks.
> Fixed compatibility with Better Ground Penetrating Scanners!
> Some pretty major (hopefully) performance improvements
> ResearchDependentStatDefs can now handle buildings MUCH easier

Major Updates for 1.3:
> Ideology Slaves do not get Combat-related bonuses
> Mod Config

If you encounter any bugs, please send me your HugsLib log through pastebin/gist/etc, as I can't do anything without it. If you can't get HugsLib to export a log for any reason, the Player.log will also work.

Github Repo: https://github.com/kd8lvt/researchablestatupgrades

Adds stat upgrades that can be researched.

====STATS SHOWCASE====
TIERED
Mining: Improves mining speed. Included Pneumatic Picks research back from Alpha 12 for nostalgia.
Growing: Improves harvest speed and harvest success chance.
Building: Improves construction speed and construct success chance.
Animals: Improves animal gather speed and animal gather chance.
Productivity: Improves move speed and global work speed. Also a repeatable research at the end of the tree
v.1.0
Combat: (courtesy of Swenzi) Improves various stats in combat. (Daniel_USA you were just a bit too late :P)
Medical research: (Courtesy of KingSihv) Improves medical operation speed, quality and success chance.

SINGLE
Nutrient Resynthesis: Nutrient paste dispenser uses 33% less resources. 1000 research points. Also back from Alpha 12
Gun turret cooldown: Gun turrets fire shots in bursts of 4 instead of 3. Also back from Alpha 12
v.1.0
Nutrient flavoring: (name from rageage001) reduces mood debuff of eating mutrient paste meal from -4 to -2.
Psychology: (Courtesy of KingSihv) Prisoner recruit chance increased by 15%
v.2.0
Scanner Efficiency: (Courtesy of KingSihv) long-range mineral scanner takes 50% less time to detect new resource but can appear over wider area
Meat Cut Charts: (Courtesy of KingSihv) more meat yield per animal

FAQ
Does this require a new save/colony/world/game/map/thing/stuff/computer/universe to use? No
Can I suggest something? You see the empty spaces in the research tree? Fill them. (Yes)
I've found a bug, what do I do? Tell me how you got to the bug, post a screenshot, and backup your save file because I might ask for it
Do you have the stats in detail? Get the mod, you don't need to do anything, just enter the research screen. If I put it here it might not be up-to-date
My items keep truncating, and it's really annoying what do I do? Right now the solution is to put Researchable Stat Upgrades higher up in the modlist (Thanks Hinanawi-sama). If that doesnt work join in the bug discussions!

Just a few tips on how to make ideas:
1. Does this really work as a research? Maybe your idea is better to be a special item or a special building, instead of a stat upgrade.
2. Think up of an ideal cost/tech level of your research
3. Think up of a nice name!
4. Where would it go in the research tree?
5. That tree is getting rather full, which means short but sweet researches probably have a higher chance of getting in!
Popular Discussions View All (1)
52
10 Jul @ 4:52pm
PINNED: Bug Reports
kd8lvt
228 Comments
kd8lvt  [author] 3 Jun @ 9:35am 
@Succubus
Sorry for the late reply!
That is a known bug, though the exact cause is proving elusive; especially with how little time I have to work on RSU:R :zote:

It's triggered by doing any other researches, after completing a repeatable research.

In the meantime, you should be able to open your save in a normal text editor and tweak the values in the RepeatableResearch_WorldComp (I think that's the name) to something more sane; just keep in mind that every time you research something it will "complete" the research again, so it'll creep back up if you still have a lot of research to complete.
Alternatively the dev mode variable thing (I forget the name, sorry ;-;) should also provide access to the worldcomp, in the event you use something like RWS Compressor and can't just open the file.
Succubus 24 May @ 10:59am 
for some reason i now have a 9000% harvest yield(after only one of the repeatable research), sounds like this mod is broken for me
kd8lvt  [author] 10 Apr @ 3:24pm 
@Scorpio Awesome, I'll remove it from the dependencies then :)
Scorpio 10 Apr @ 11:11am 
just did and seems to be working without errors
kd8lvt  [author] 9 Apr @ 12:20pm 
Nope, it doesn't. No idea. Try running RSU without it and tell me how it goes. RW should still load the list even if it says itts missing a dependency - assuming I'm not actually using it
kd8lvt  [author] 9 Apr @ 12:19pm 
Update:
I don't think it's actually required for RSU to function, I don't have it in my csproj file as a nuget package. I can't remember for the life of me why I ended up adding it to the dependency list here on Steam if it's not needed... Maybe XMLExtensions needs it?
kd8lvt  [author] 9 Apr @ 12:11pm 
@Scorpio
Ah, I wasn't aware hugslib wasn't being maintained anymore. I'll look into migrating away from it, but it might be a minute. I don't actually know where exactly in RSU it's in use, I haven't been able to look at this project in quite a while.
Scorpio 9 Apr @ 11:31am 
hugslib itself is slow and no longer maintained ( said settings because i assumed thats what you were using to make the settings menu )
Ditching it doesn't require a rewriting ( well most mods dont i didnt saw the code of yours )
kd8lvt  [author] 8 Apr @ 3:06pm 
@Scorpio
Do you mean XMLExtensions? I don't use Hugslib for settings.
Doing that would require I rewrite the entire mod again, so I'd rather not. Plus, I don't see it being slow in my testing? XML is slow by nature of its existence, though.
Scorpio 8 Apr @ 1:26pm 
any chance of ditching hugslib? its not needed for settings and slow af