RimWorld

RimWorld

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Steady Research
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Mod, 1.4, 1.5, 1.6
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419.226 KB
2 Dec, 2023 @ 9:55am
15 Jul @ 3:56pm
13 Change Notes ( view )

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Steady Research

Description
Steady Research - Tribal to Ultra Progression

About:

Steady Research is born out of a desire for a smooth tribal playthrough with Vanilla Factions Expanded: Tribals and need to navigate the dozens of technologies added by my extensive mod list. It ensures that your colony will always be working on research, by default choosing the project from the lowest tech level with the lowest cost.

Key Features:

  • Automatically selects research projects based on the selected research mode.
  • Default prioritizes 'bottom-up' research progression, focusing on the cheapest project from the lowest tech level.
  • Mod settings to enable/disable features at will and customize the research selection.

How It Works:

Once enabled, Steady Research runs quietly in the background. When your colony completes a research project, after the configured interval (default: 1500 ticks), the next project is chosen based on the selected research mode.

Options:

  • Toggle Steady Research on/off.
  • Slider setting for research selection interval (15-3000 ticks; 1500 default).
  • Research Modes: Default, Balanced, Random, Straight to Space (high-tech, low-cost), and Expensive & Ineffective (high-tech, high-cost).
  • Toggle research by tech level.
  • Toggle sound cue when a new research project is selected.

Installation

Subscribe and activate it in your mod list. I placed it at the end, but it shouldn't matter. Reinstall after updates!

Compatibility

Steady Research is compatible with other mods. I've 400+ mods in my game. It's been tested with Research Reinvented and it works great. It will likely clash with mods that alters research project selection. Let me know, but such instances should be rare.

Feedback

Your feedback is important. If you encounter any issues or have suggestions, please let me know in the comments.

Permissions

This mod and its assets are the property of the original creator and may not be reproduced, redistributed, or modified without the express written consent and approval of the original creator. Just ask me!

Credits

Made by UnblestMATT, with inspiration from the amazing RimWorld modding community.

Rimworld Font by Marnador [ludeon.com]

Updates

Version 1.6:
  • Optimized performance
  • Added localization for:
    -- Chinese (Simplified / Traditional)
    -- French
    -- German
    -- Japanese
    -- Korean
    -- Russian
    -- Spanish (Latin / Castellano)
    -- Ukrainian
  • Improved research tick management for smoother and more consistent selection logic
  • Added support for dynamic research project changes while idle

Version 1.5:

  • Added Anomaly compatibility, fixing related bugs, now ignores DLC's 'advanced research'
  • Improved mod settings menu
  • Added toggles for each tech level for project selection
  • Added toggle for the sound cue

Version 1.4:

  • Added research modes. Allowing the user to choose between modes in the settings
  • Removed toggle for prioritizing the lowest tech level, streamlining settings
  • Added audio feedback. When a new research project is selected, a vanilla sound cue is played

Version 1.3:

  • Added a slider in mod settings to adjust the research selection interval. Now adjustable between 15 to 3000 ticks
  • Set the default tick interval to 1500 instead of 2000
  • Implemented new option in mod settings to toggle if the the lowest tech level should be prioritized, on by default (since removed)
  • Fixed bug to account for specific requirements such as the presence of a mechanitor for certain research projects.

Version 1.2:

  • Reformed mod logic to align with RimWorld's internal game structure
  • Updated research selection logic to include checks for required techprints, research facilities, and studied items
  • Improved compatibility with Biotech expansion and other mods introducing specific research prerequisites
  • Fixed selection bugs

Version 1.1:

  • Fixed a bug where the mod would select research projects out of prerequisite order
  • Improved to only select the lowest-tier and cheapest research project with all prerequisites completed
55 Comments
UnblestMATT  [author] 15 Feb @ 3:59pm 
@Aphasia Thanks for clarifying. I will give it a whirl, but it may be outside my abilities. Either way, I am thinking of doing an update to this mod, so if you have any other ideas, shoot them here.
Aphasia 15 Feb @ 3:44pm 
So this may actually be unsolvable unfortunately
Aphasia 15 Feb @ 3:44pm 
I also believe it's because they give them tech levels rather than being undefined, which has also broke other mods like tech advancing
Aphasia 15 Feb @ 3:42pm 
It's that they make their own separate tabs entirely, so you'd find "Meat" or whatever their tab is, and the research inside is normal or advanced DARK type, and because it's not in the original tab, steady goes inside and chooses them, causing it to infinitely retry over and over because there still isn't a main research option. Unless you know some weird "dark research avoidance fuckery", having them add entirely new tabs with their own will just inevitably break steady research.
UnblestMATT  [author] 15 Feb @ 10:55am 
@Aphasia What exactly is the issue? Steady Research ignores the dark research added by Anomaly, but you can manually select it. If other mods are adding other research category types, like dark research, I would have to manually add them to the ignore list, but I don't know how the mods you mentioned work exactly.
UnblestMATT  [author] 13 Feb @ 5:21pm 
@Aphasia Thank you for letting me know! I will try to get that fixed as soon as I can.
Aphasia 13 Feb @ 1:18am 
This seems to be incompatible with mods that add their own separate anomaly research tabs, such as meatcore or seal the spirits, and will break steady until they are finished.
UnblestMATT  [author] 21 May, 2024 @ 6:12am 
@D9sinc By default, this mod selects the lowest tech level and the cheapest project in that level. That way, every time a project is finished, you click okay, and after a few seconds it selects the next project. There are options to adjust tech level selection and research modes.
D9sinc 20 May, 2024 @ 7:09pm 
Quick question, does this automatically research projects in the background or is it just choosing the lowest tech level research project? I ask because I love using "Research Whatever" but when I'm doing the Tribal start I have to micromanage to make sure that they are researching tech level equivalent research so we can progress.
UnblestMATT  [author] 20 May, 2024 @ 5:44pm 
I just now updated the mod so that it actually checks if you have Anomaly. Like before, if you have Anomaly, it should just ignore the "Advanced Research" aka dark research. If you don't have it, it shouldn't try to ignore the dark research, which I think was causing the bug @Morgreth reported. I have tested the mod without Anomaly and it works now.

@Markanian, this mod works fine with Dubs Mint Menus, I have always used the two together without issues.