RimWorld

RimWorld

PawnsChooseResearch
176 Comments
mesi 17 Oct, 2023 @ 10:40pm 
This is a really neat mod. If you come back to it, it'd be great if pawns also chose research based on health effects - like if they slept in the heat or have heat stroke, they'll research air conditioning. And if they have a peg leg or wooden hand they'll research prosthetics.

I have a researcher with both of these problems and she's hooked on researching microelectronics in stead of anything useful.
트와이스.저우쯔위 22 Dec, 2022 @ 10:23am 
@Mlie Thank you <3
Mlie 21 Dec, 2022 @ 2:53pm 
트와이스.저우쯔위 11 Dec, 2022 @ 11:00am 
hopefully, it's a really cool mod
Kalsb 9 Nov, 2022 @ 7:42am 
Is this mod still being maintained?
Rowan Skye 7 Oct, 2022 @ 2:29am 
Broken Patches:
MedPod
Project RimFactory
Angel 15 Aug, 2022 @ 8:08am 
So my pawn went straight for an advanced research that costs thousands, leaving all the much cheaper Neolithic researches that can be done. of note, I use the tech advancement mod , I started as new arrivals but tech level was changed back to Neolithic
Cozar  [author] 26 Dec, 2021 @ 9:31pm 
I don't think you have a pawn doing research in that second image. This mod calls the Job Driver tick 0 times. It does postfix the JobDriver report if you have the pawn selected to show the research. I was shocked by the difference in your image so I just ran my own test and got the same number of calls (2000) with or without the mod.
AngleWyrm 26 Dec, 2021 @ 2:34pm 
This mod seems to call the research job very often, causing some lag. Here's what the custom job calls look like with the mod: https://i.imgur.com/UcvGBlx.png And here's what they look like without the mod: https://i.imgur.com/73qEunA.png
Cozar  [author] 21 Dec, 2021 @ 7:34am 
@HellWatcher - I created the log for recording history as a separate mod called ResearchHistory
AngleWyrm 7 Dec, 2021 @ 6:31pm 
Awesomeness, thank you for making that an option <3
Cozar  [author] 7 Dec, 2021 @ 4:48pm 
From the description: Restore Player Control - temporarily return control over research to the player. This preserves a pawn's memory of their research project so they can continue where they left off when the mod is re-enabled.
AngleWyrm 7 Dec, 2021 @ 4:04pm 
Does this mod allow the player to command a particular research project be investigated, but otherwise leave the decisions to the pawns, or is it an enforced loss of control?
Cozar  [author] 4 Dec, 2021 @ 7:33am 
@HellWatcher - I might look into recording histories. The other idea is interesting, but it doesn't really fit well with how the current code is written.
HellWatcher 2 Dec, 2021 @ 10:52pm 
Also would there be a way to log who researched what in history? I think this also would be an interesting bit of story.
HellWatcher 2 Dec, 2021 @ 10:51pm 
I think the coolest part of this mod is that each pawn will research their own personal project. I feel that it gives them each an interesting story.

Got an idea while doing a no tech start. Would it be possible/sensible to make a weight towards temp/clothing tech if a pawn has experienced hyper/hypo?
Cozar  [author] 8 Nov, 2021 @ 9:55am 
As long as What's that Mod works with a particular mod, your idea would be possible, but I don't think I'm going to integrate it. Anyone who want to do a patch mod to add that is welcome to.

I will, however, take a look at patching the research from those mods into appropriate categories, which should make them a little more common to research.
GATC 8 Nov, 2021 @ 4:51am 
Got a random idea:
Pawn are more likely to do research about element from their own mod.
Currently, if you got Epona, Anty or MoonRabbits, they don't prioritise their "own" techtree.
This is especially bad for Anty and MoonRabbits.

Do you think it would be possible to add a weight for research that come from a mod for pawn of that particular mod?
DonutMAL 29 Oct, 2021 @ 1:41pm 
You fixed it, thank you so much.
Cozar  [author] 29 Oct, 2021 @ 11:09am 
@DonutMAL Okay, I think I found the problem. See if it works right now.
DonutMAL 28 Oct, 2021 @ 3:14pm 
Enabling the trait got rid of the Failed to find RimWorld.TraitDef named VTE_Technophobe. There are 144 defs of this type loaded.

But they are still standing instead of researching, even after giving them the trait with character editor. The other error is still the same.
Cozar  [author] 28 Oct, 2021 @ 11:59am 
@DonutMAL Go into the settings for Vanilla Traits Expanded and make sure VTE_Technophobe is enabled. I suspect Enga has that trait but you disabled it in the settings, so this mod is looking for a trait that exists on the pawn but not in the database.
DonutMAL 27 Oct, 2021 @ 10:40pm 
Failed to find RimWorld.TraitDef named VTE_Technophobe. There are 144 defs of this type loaded.

Exception in JobDriver tick for pawn Enga driver=JobDriver_Research (toilIndex=1) driver.job=(Research (Job_8185) A=Thing_SimpleResearchBench48203)
System.NullReferenceException: Object reference not set to an instance of an object


They pick a research that pops up, then they pick another. It does that till the log is full.
Cozar  [author] 27 Oct, 2021 @ 8:43pm 
@DonutMAL Can you past what the log said? It might be something I can fix.
DonutMAL 27 Oct, 2021 @ 4:29pm 
I figured it out, Vanilla Traits Expanded was breaking it. The log kept mentioning the Technophobe trait over and over when they were standing in front of the research table.
DonutMAL 27 Oct, 2021 @ 4:10pm 
I have a pawn that's just standing in front of a research table, it says researching when walking to it but then says standing when they reach it. Other pawns can research and I have plenty of research available.
Cozar  [author] 30 Sep, 2021 @ 1:46pm 
Updated for 1.3.
Evam 5 Sep, 2021 @ 12:45am 
1.3 :(
Timou 3 Sep, 2021 @ 5:05am 
Update please 1.3
Thundercraft 14 Aug, 2021 @ 7:22pm 
Will this get a 1.3 update soon-ish™?

Even if it works okay in v1.3, if this mod got updated, then I think this would encourage derivative mods like Pawns Choose Vanilla Books and Pawns Choose Tech Sales to update soon-ish™, as well. Just saying...
Riftwalker 31 Jul, 2021 @ 10:42am 
as far as i can tell i haven't noticed any bugs with the current version on 1.3
Unfriendly Joe 22 Jul, 2021 @ 6:25pm 
This mod is one of my very favorite. I hope you're planning on updating to 1.3, it really has unlocked a much more fun playstyle, IMO, of reacting to what the pawns research rather than simply researching the same pathway I always do when it's left up to me.

Thanks!
Riftwalker 10 Jul, 2021 @ 9:14pm 

Also, i know for sure Call of Cthulu cults requires a forbidden knowledge center, which will automatically forbid itself if the main research isn't one of the techs from that mod. this makes it just break when you have collaboration research off as the main tech will jump around and when it hits this issue, it actually makes everyone stop researching for a moment. that's probably a problem with that mod specifically though. (oh hey, i complained about that less than a page ago, lol) that mod also has a repeatable tech, that honestly should be changed to be a new work type as it's just for training your social skill for sermons. so that also screws it all up.
Riftwalker 10 Jul, 2021 @ 9:14pm 
i had an idea that could make this mod allow for a little more control without breaking away from it's theme entirely. Do you think you could add a modifier for adjusting the likelyhood that pawns choose a certain type of research? so that maybe you notice you're very behind on guns research and so the player can adjust the weight given to shooting in relation to the pawn choosing their research.
SkyLarkBlue 1 Jul, 2021 @ 12:42pm 
@Mlie I have a few mods that require linkables to research (Sparkling World for example), since they work like the Multi-Analyzer, they are locked in the research screen entirely until there is a linkable. Same with tech-print research. The pawns didn't choose those for me until they were opened. So I would imagine it depends on if the mod locks the research too.
Mlie 29 Jun, 2021 @ 7:37am 
If a research requires a specific building (like the shadow chamber in the xcom mod) will the pawns ignore that research if the building is not built?
Because it seems they try to start that research, fails and then no research will be done.
SkyLarkBlue 26 Jun, 2021 @ 4:31pm 
Once I restored control in the mod settings it immediately took off again. Not game breaking, just weird.
SkyLarkBlue 26 Jun, 2021 @ 4:30pm 
It looks like my pawns got to the literal last research project and now they aren't making any progress. Is this because they don't like the topic that's the only choice or something? It's pretty weird, they just end up "Standing" at the bench. Nothing else has changed since it was working to when it's not, just that there's only one research option available.
Lumidaub 23 Jun, 2021 @ 9:18am 
Oh, but of course, Walsh, I mean you COULD research how to make prosthetics or painkillers better defences or better energy sources, but you're right, if we're going to survive the next raid it is absolutely VITAL that we have hot tubs.

;)
Errantem 22 Jun, 2021 @ 7:22pm 
Any way to disable the popup?
Teholb 20 Jun, 2021 @ 12:56am 
Try using 切れ間ウォーカー's patch. It solves that issue nicely.
Hello There 19 Jun, 2021 @ 7:33pm 
The "Avoid too advanced researched" setting doesn't seem to be working in my current game. I'm playing a tribal colony, neolithic tech. My pawns are split almost 50/50 in their research between drugs and genetic engineering (listed as spacer tech).
Riftwalker 7 Jun, 2021 @ 11:32am 
yeah, i feel like this just needs a patch that makes research benches act like forbidden knowledge centers, and some way to make pawns not drive themselves insane by researching too long...
Riftwalker 4 Jun, 2021 @ 11:06pm 
it did, but research successful cults does nothing if not at the proper research table as far as i can tell.
Riftwalker 4 Jun, 2021 @ 10:12pm 
I noticed a bug with Call of Cthulhu cults, someone wants to do a cult research that requires the forbidden research table, will go to a normal unforbidden table and it will cause every pawn researching to stop researching, kind of killing everything in that regard because of their research being redoable. Going to see if just removing the table as required fixes the bug
zekk_xellos 28 May, 2021 @ 3:27am 
Safe to add to ongoing save? =)
Riftwalker 27 May, 2021 @ 1:07pm 
I forgot I need to make it public
Riftwalker 26 May, 2021 @ 10:10pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2499045338

sure, just for you. :P

mod for adding basic prereqs for research that doesn't normally have it. also patches some mods to have interdependent prereqs
Teholb 26 May, 2021 @ 2:37pm 
@切れ間ウォーカー

Would you mind posting that mod, please? :D