RimWorld

RimWorld

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Research Reinvented
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.530 MB
27 Sep, 2022 @ 8:25am
11 Jul @ 8:12am
67 Change Notes ( view )

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Research Reinvented

Description
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).

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://steamhost.cn/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.
Popular Discussions View All (25)
159
31 Oct, 2024 @ 2:45am
PINNED: Rimworld 1.4 Bug reports
PeteTimesSix
34
24 Dec, 2022 @ 10:17am
PINNED: Rimworld 1.3 Bug reports
PeteTimesSix
3
24 Jun @ 10:00am
Either incompatible with something, or broken
The Viral Divinity
1,088 Comments
Lyren 3 hours ago 
I'm getting certain mod projects that just can't be researched. Reel's Expanded Storage (which is also what does the Neoliothic Storage of a below comment), and Vanilla Furniture Expanded are the two I've found so far, wherein others work fine. I created a pastebin with the related error - the name of the non present key changes depending on which project it is but that's about it. Behavior is you can click Research on the project screen but it does nothing. I can finish it in dev mode, but even with all other jobs turned off the pawns don't see it as something that can be researched. https://pastebin.com/uXzy9pki

New patch and all, could be their mods missing something too but hopefully this was helpful. I do not have the addon.
Nuker1110 5 hours ago 
@Pete Could you look into possibly counting Fueled and Electric workstations as the same for Tooling research? Keeping a Fueled smithy around when I have an Electric seems wasteful.
Grumpy Old Man 6 hours ago 
The same thing happened to me just now but for me it's I'm not able to research Neolithic Storage.

But I've been able to research it in previous playthroughs so no clue.

Here's my modlist.
https://justpaste.it/jkidl
John Showdown 12 hours ago 
@BlakOrkk. This has got to be a conflict with some other mod. In my current run i researched all the dubs hygiene tech and all of their project requirements were there and they worked with no issues at all.
Are you using the Research Reinvented addon as well? Maybe thats your issue there. I have no problems with Dubs Hygiene.
blakOrkk 13 hours ago 
Dubs Bad Hygiene seems to be at least partially broken. Plumbing, Heating and Central Heating don't have any project parts.
John Showdown 15 hours ago 
@Cheshir. It seems to be incompatible with Utility Columns mod at the moment. Lets just use this comment to bring it up to the mod author attention and wait for them patiently to make it compatible.

Otherwise yes, the research for Utility Columns is bugged. My researchers just wont do research at all when i select it. The project tab is also completely empty.
Zipzopdippidybopbop 16 hours ago 
How do I hide the Projects UI tab? I prefer to keep my interface minimalistic, and the projects tab is the only glaring option I cannot seem to remove. No clear options under mod settings either.
Cheshir 12 Jul @ 9:52pm 
when im trying research utility collumns, my ppl just cant start research, its a bug ?
SghHanzMullerSW 11 Jul @ 1:10pm 
is it compable whit fluffys reseach mod
gh0stashes 10 Jul @ 6:54pm 
Combined with Semi-Random Research (specifically Ferny's Progression Fork) I seem to be able to research projects I haven't unlocked yet, both regarding techprints and Anomaly projects from entities that I haven't encountered yet. This is on 1.6.