RimWorld

RimWorld

Research Whatever
200 Comments
avil  [author] 11 Jul @ 1:59pm 
Can't confirm. Might be DLC thing, didn't verify for space ship yet.
Raysør 11 Jul @ 1:44pm 
Hey, really like that mod! However when I use it, no colonist will ever research, even if I disable the Research Whatever, I can't use the mod for now in 1.6.
SpaceMage 29 Jun @ 6:24am 
any alternative for this mod ?
Guldflips 27 Jun @ 7:35am 
For some reason the button does not appear, are there any known incompatibilities?
Jasun 23 Jun @ 4:35pm 
Hello! Is there anyway you would update this for the unstable 1.6? I know a lot of mod authors are waiting to for full release to update
Sylvoute 10 Jun @ 3:07am 
Thanks a lot !
avil  [author] 10 Jun @ 1:53am 
Yes, right-click on gizmo icon, there shoudl be options. Although if you use some research tree related mods, it might not work (because thet create their own popups).
Sylvoute 9 Jun @ 7:26am 
Thanks for this mod !
Is there a way to disable pop ups on ending research ?
avil  [author] 3 May @ 10:10pm 
I mean, there's a high effort way. Through xml files. You can check how it's done in the mod files.
avil  [author] 3 May @ 10:05pm 
Not really. The mod exists to be lazy, and caring for what to pick isn't part of it.
Local Snorlax 1 May @ 4:40pm 
is there a way to blacklist research? For example, Colonists' Deco has a research that I find is just annoying and a downside, but I like the rest of it.
Buru 13 Oct, 2024 @ 6:12am 
First of all, thanks for this mod, its great and i use it every playthrough.
I see @StimTheOne already pointed it out, nociosphere after finishing anomaly research still gets cancelled, even though other obelisks don't. I'd rather not modify my modlist mid playthrough but i guess i have to, nociosphere is quite the threat !
I understand this is a pretty niche problem, just bumping up this mod comment section, because i believe it is a problem that needs fixing !
avil  [author] 1 Sep, 2024 @ 11:08am 
There is non-ingame way. I've supported a way to mark certain options to be low priority or ignored via xml (example is there too). I didn't do it for research menu because people that usually use tech mods never use default research screen anyway...
tri_idias 1 Sep, 2024 @ 8:07am 
Is there some way to say prevent a certain item from automatically getting selected? There're few new mods out there are using research as a story.
avil  [author] 24 Aug, 2024 @ 7:41am 
Alright, thanks for the report, I should fix that one.
Stim The One 24 Aug, 2024 @ 7:25am 
And in case one thinks this is vanilla behavior, I specifically removed only this mod from my game and then... it continues to study it as it should.

And it happens only for the evil sphere. For the obelisks and the rest, it first gets all the logs THEN turns it off. Which was quite handy, let me tell you. I assume it might let me do that if I let it be free, but don't want to risk anything setting it off... and won't throw away the harvest of bioferrite
Stim The One 24 Aug, 2024 @ 7:22am 
Correct. Nothing left to research in anomaly tech so it's automatically stopping the study even though there's more logs.

Here's a screenshot:
https://imgur.com/a/X0rBAIU
avil  [author] 24 Aug, 2024 @ 7:08am 
Do I understand it properly?
- you have an evil sphere;
- it's not completely observed to be able to turn it off;
- mod disables observation even though it's not completely observed.
If so, it's a bug.
I've tried to cover anomalies in a way so only fully observed anomalies don't require any further research, but many of them have unique mechanics for observation, so I could miss something.
Stim The One 24 Aug, 2024 @ 7:01am 
I have a very specific problem stemming from use of this mod. Up until now it has been glorious so you have no complaints from me. It even halts study of entities when you're done with the research.

HOWEVER, that last bit has a particular problem. The Nociosphere study can't be advanced when one has researched everything anomaly-wise. It just shifts it to maintain only while I have zero progress. Which means you can't find a way to get rid of it. Considering the time bomb it is... problem. For now I'll run without it but this might need addressing.
Uncovered_Jager 22 Aug, 2024 @ 7:29pm 
Will do
avil  [author] 22 Aug, 2024 @ 1:01pm 
Worst that can happen is pawns will start researching stuff that they're not supposed to be able. Test it and tell us.
Uncovered_Jager 22 Aug, 2024 @ 12:59pm 
Does this work with life lessons? Because pawns may not be able to do the cheapest research if they lack the skills
Askesis 22 Aug, 2024 @ 1:41am 
I have already haha. It's not just that mod, there are a couple of different research type mods that make you fetch techprints before you can unlock research. It's not a huge thing, it was just a suggestion, thank you for replying :-)
avil  [author] 21 Aug, 2024 @ 3:03pm 
That's oddly specific for a specific mod. Maybe coin that idea at the mod page that makes it a problem?
Askesis 21 Aug, 2024 @ 2:57pm 
Would it be possible to add a function to automatically apply tech prints in storage if there are any? It would be very handy with mods that add lots of tech prints (like Configurable Techprints).
avil  [author] 5 Aug, 2024 @ 12:13pm 
Yep, it's only notifications. Mod doesn't really take into account that you for some reason gonna make dozens of research stations, otherwise it's not a big deal.
JazzimoX 5 Aug, 2024 @ 12:12pm 
... or is the 'Default' right click only talking about notification options?
JazzimoX 5 Aug, 2024 @ 12:11pm 
Oooh setting the default is a right click option. It was never clear to me that I could right click the box (I don't see a lot of that in base game).
Thanks mate! And love the mod. Let's me kick my feet up once in a while.
avil  [author] 5 Aug, 2024 @ 12:10pm 
Yeah.
JazzimoX 5 Aug, 2024 @ 12:09pm 
Well, yes. But the new gizmo applies to each bench separately I find, which means ticking the box each time a new bench is built (or replaced post-raid).
avil  [author] 5 Aug, 2024 @ 11:54am 
Just click on your research station. There is a new gizmo.
JazzimoX 5 Aug, 2024 @ 11:52am 
Might there be the setting to disable this by default? I love not caring about research late game, but early on I need to set every bench to 'off' and repeat each time one is destroyed by raiders, otherwise my pawns just research basic nonsense until I notice.
tierrehcc 31 Jul, 2024 @ 2:44am 
Error popup and i can't understand what is the problem. Will post it here and on Better Loading
[BetterLoading] Exception occurred processing mod finalize events! Details: System.TypeInitializationException: The type initializer for 'FluffyResearchTree.Assets' threw an exception. ---> System.ArgumentException: Object of type 'System.Linq.Enumerable+WhereListIterator`1[Verse.ResearchProjectDef]' cannot be converted to type 'System.Collections.Generic.List`1[Verse.ResearchProjectDef]'.
[Ref C0A0B2E]
at System.RuntimeType.CheckValue (System.Object value, System.Reflection.Binder binder, System.Globalization.CultureInfo culture, System.Reflection.BindingFlags invokeAttr) [0x00071] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Reflection.MonoMethod.ConvertValues (System.Reflection.Binder binder,
avil  [author] 29 Jul, 2024 @ 10:07am 
Yeah, you told me that.
无声飞雪 29 Jul, 2024 @ 5:01am 
https://youtu.be/i67QLqoJ39Q
As shown in the video, there is still a message notification in the upper left corner
avil  [author] 28 Jul, 2024 @ 6:20am 
Probably mod order, my guess you use another mod that does something with research, and that's another mod shows the message.
无声飞雪 28 Jul, 2024 @ 5:19am 
I have selected "mute" but I still get the message "has started a new research"
avil  [author] 27 Jul, 2024 @ 5:43am 
Mod that adds these research options didn't check for all places that used to return the cost. Or adds something completele its own and doesn't utilize base game methods.
this is a name yes 27 Jul, 2024 @ 5:13am 
With the researchable stat upgrades rewritten mod, with the last two technologies they can be researched infinite times but the cost increases every time it is researched. I am not sure why as there is no error log but my pawn seem to only select it, even though the cost is now at 198742 research points, which is certainly not the cheapest research option.
avil  [author] 5 May, 2024 @ 8:09am 
R-click on "research whatever" gizmo, you'll have different options of notification.
pebblebotha 5 May, 2024 @ 2:49am 
Fabulous mod! Is there any way to remove the alert that says "research done, click here before moving on with your day" when researchers are blasting through the tiny projects?
avil  [author] 4 May, 2024 @ 10:00am 
what's mafa?
Xenogray 4 May, 2024 @ 8:48am 
Error in static constructor of MAFA.AutoPatcher: System.TypeInitializationException: The type initializer for 'MAFA.AutoPatcher' threw an exception. ---> System.MissingMethodException: void Verse.Log.Message(string,bool)
--- End of inner exception stack trace ---
[Ref 3D4EDD09]
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00028] in <a1dcdc3aee3f4bb693529c51a3916574>:0
- POSTFIX net.avilmask.rimworld.mod.ResearchWhatever: Void ResearchWhatever.StaticConstructorOnStartupUtility_Patch+StaticConstructorOnStartupUtility_CallAll_ResearchWhateverPatch:Postfix()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
GoSu 18 Apr, 2024 @ 11:54am 
Curious, I haven't tested the mod alone yet, but I'm having an issue where pawn are selecting a new research before current research has finished. I think its happening when I finish an anomaly study unsure though. I'll be testing it in a bit when I get home with the mod alone.
avil  [author] 23 Mar, 2024 @ 6:51pm 
Didn't verify it for 1.5.
_baseplate 23 Mar, 2024 @ 8:21am 
would this work on 1.5?
Scolio 14 Dec, 2023 @ 4:00pm 
I absolutely love this. I despise micromanaging research as I genuinely don't care what comes next and I'm rarely rushing anything anyways.
avil  [author] 22 Nov, 2023 @ 8:02am 
Well, that's intended. TBF this mod is made to turn your brain off when you don't care about research anymore.
kobold that bites people 22 Nov, 2023 @ 7:19am 
my issue was that some techs, the first coming to mind being from vanilla expanded, are *substantially* more expensive, and thus end up getting ignored for a long time.
specifically the... manufacturing tech iirc? the one that gives the large versions of manufacturing/tailoring benches. it costs like 5 times as the techs around it, and thus tends to get ignored in favor of "cheaper" techs like 3-4 eras later. (tho maybe the issue is that i usually start with the mechanitor start lately, so my faction era is already quite late)
avil  [author] 21 Nov, 2023 @ 5:39pm 
Well, it supposed to always take the cheapest one, so it "should" take earlier ones when possible. In vanilla research isn't "slowed" by lower tech, you have to do MORE research instead. so I guess it's a mod thing?