RimWorld

RimWorld

Immersive-ish Research (Continued)
63 Comments
Mlie  [author] 17 Jun @ 1:52am 
@Jet If I get reports about incompatibilites I can take a look at it. So far there are no active reports
Jet 17 Jun @ 1:00am 
oh just read its a salvage and OG author made it in 2020.... safe to assume the incompatibilities will remain?
Jet 17 Jun @ 12:59am 
wow almost a year since the last comment!
is researchpal a hard incompatibility? theres really no better research mod than it. i mean theres only two, and i had planned on moving back to researchtree because of this but it isnt as stable

what happens if you add it mid game. does it break the save/is ongoing save compatibility still otw
Ishchyaboi 29 Jun, 2024 @ 9:45am 
To be clear, does this affect the actual research process or is it just changing how you get research to study?
I'm wondering if this mod would be compatible with Research Reinvented https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868392160&searchtext=research+reinvented
I feel like that would be the perfect "research overhaul": theorizing with this and then experimenting with Research Reinvented to actually make it usable.
Rainbow 20 Oct, 2023 @ 9:10pm 
I like that mod, but it adds a great bit of extra clicking. It would be good to be able to repeat experiment orders or clone them.
Mlie  [author] 28 Sep, 2023 @ 10:45am 
@Русня_Вам_В_200 The researchtypes are mainly defined with patches as modextensions.
The logic for selecting researchDefs can be found in Source/ImmersiveIshResearch/GameThings/Thing_FinishedExperiment.cs
Ilya Koval 28 Sep, 2023 @ 10:34am 
I also have questions about the mod itself and how it functions. I've looked at the code on GitHub, and I didn't understand how it distinguishes between mechanical/biological/ultratechnological research and so on. Additionally, I'm curious about how the mod defines the research that a player will receive after conducting an experiment and how randomness works from a code perspective
Mlie  [author] 18 Sep, 2023 @ 11:04am 
@Atomically Wrinkled Brain Should be added now
Atomically Wrinkled Brain 18 Sep, 2023 @ 9:27am 
Making this compatible with 'research tree' would be very nice...
TomRock 19 Mar, 2023 @ 12:23am 
no warries i already removed this mod :)
Mlie  [author] 25 Feb, 2023 @ 10:00pm 
@TomRock There is little I can do with such a vague report, please see ”Reporting Issues” described above
TomRock 25 Feb, 2023 @ 2:10pm 
maybe i do not understand this mod, or it is not comparable with other mods what i use, but got gliches, when cabinet not storres experiments, data decoder does nothing, and bench on one point says that there is not enough resources, despite there is plenty...
Mlie  [author] 24 Nov, 2022 @ 12:48pm 
@separat.mn No, why would it?
separat.mn 24 Nov, 2022 @ 12:08pm 
I have to ask because I don't understand. Will adding another mod to my save where I already use Immersive-ish Research(e.g. autocleaner, or new guns which also needs to be researched and add new tree way) break my save?
Jet 1 Nov, 2022 @ 8:28pm 
Does this require a new save? Also, it mentioned incompatibility with ResearchPal what about researchtree? If it is, does this mod improve the research screen like this one does? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2010527094

and technological blueprints?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2010527094
toktokwoktok 19 Sep, 2022 @ 8:46am 
@toktokwoktok : reading the description again, the answers are (1) yes and (2) yes.
I'll remove for the mod for now. It's not playable for me without reducing the experiment prices, especially since i just learned that experiments can just fail as well. Thats a LOT of resources down the drain.
toktokwoktok 18 Sep, 2022 @ 6:35am 
So, not sure if this is a bug or intended behaviour: If i try to decrypt one of the five starter data discs (the red ones) i got a 2/3-ish chance that it just vanishes. Is that supposed to happen ?

Which brings me to me second point: This mod does not have any settings, right ? Some slider for encryption chance and experiment costs would be really nice.
JayleeVT 11 Sep, 2022 @ 9:46pm 
I also was coming here 'cause I do medieval playthroughs... I wanted to see if there was any way to disable specific research types. Since I can't just "not research them" like I normally would... But this mod doesn't have any settings at all that I can find... :(
NRFBToyStore 20 Aug, 2022 @ 6:58pm 
I love this idea, but I mostly do medieval play throughs... If I could, like, combine THIS with "reverse engineering" mod, then medieval patch...so, I have to kill a DROW soldier, take his EBONY BLADE, reverse engineer the "idea" and only THEN it becomes researchable.

I know, alot more than this mod intends, BUT, was a random thought.
Kittenpox 26 Apr, 2022 @ 9:04pm 
Alas, in my game I've completed all of the Small research, but my pawns keep spending resources to do experiments (even though the Experiment Bench has no active orders) and repeatedly failing to discover any new technologies (because I've already learnt all the techs for that Small Research tier).

This could be a simple mod conflict, of course, but I may be better off skipping this mod in my next playthrough. :-) It's a really good concept, but it would be like pawns spending all your raw food to make Simple Meals at a stove without any Bills.
SucháVoda 22 Feb, 2022 @ 9:10am 
Do not use this mod, the idea is excellent, but the execution is 1/10.
mynameactually 28 Nov, 2021 @ 12:01am 
Doesn't seem like it plays well. Got a reserach for autodoors, but when I set them to research it, they started researching electricity. (Even though they hadn't discovered it yet with this mod.)
mynameactually 27 Nov, 2021 @ 10:42pm 
Hmmmm.... I wonder if I can get this to work with Human Resources. Would make for a super tough playthough. Especially if going from tribals.
Hyomoto 17 Oct, 2021 @ 10:56am 
So... I love the idea of this mod but it's execution seems like it was made for a version of the game I'm not playing. The most basic experiments cost TONS of materials. It kind of works as a resource sink, but a freshly crash-landed colony is too poor to perform even basic research. I mean 300 steel would be a lot for something to BUILD let alone a early game tech. This might be on purpose, to make research a later game priority. This makes trading more important to get a hold of basic buildings, but it also means that basic technologies you need are REALLY out of your reach. I would recommend testing it with completely clueless to really experience why it doesn't work. If you have no tech, you basically have no way to get new tech.

Still, it's feels like a great proof of concept, but usability and balancing just aren't there yet.
Mlie  [author] 9 Oct, 2021 @ 9:48pm 
@MONSTER SOMMELIER I dont know, I have never used that mod. If you test it, please report back and Ill add some info to the description about it
MONSTER SOMMELIER 9 Oct, 2021 @ 8:36pm 
@Mile Does concluded research (knowledge) in pawns carry over to Archonexus' multiple maps?
Basically, do they reset along with the map? If they don't, this could be the most satisfying mod to play that ending, without having to "cheat" with Archonexus' patch mods.
Summord 4 Oct, 2021 @ 7:52pm 
sweeeet
hubba 13 Sep, 2021 @ 4:04pm 
@Mlie I've pushed my code that I had left as a work in progress to the original repo. Feel free to take a look.

It's pretty unstable, and as far as I know, doesn't currently work with 1.3, so it would need some fixes to be usable (along with finishing off the features I was working on).

I've outlined what I was doing on the latest commit.
Mlie  [author] 12 Sep, 2021 @ 12:57pm 
@noghettoblastrs Its not rotatable, the author did not do any rotated textures.
noghettoblastrs 12 Sep, 2021 @ 12:41pm 
could be something i'm doing wrong, but i can't rotate the study table
Apple Juice for the Merry 11 Sep, 2021 @ 2:15am 
@morpheusak
I just ran Immersive Research with Human Resources and ResearchPal, and they all seem to be mostly compatible together. I was able to discover new techs/create experiments, study researched techs, study completed experiments, and document studied techs. The only thing I noticed was that the research tab seemed to lag excessively, dropping to 9 fps, but otherwise seemed to be functional.
morpheusak 9 Sep, 2021 @ 3:04am 
Any idea if this is compatible with Human Resources?
Hyomoto 8 Sep, 2021 @ 4:03pm 
Woot woot!
hubba 8 Sep, 2021 @ 2:41pm 
@Mlie Good to hear it was a relatively simple change lol, wish you went back and told the old me how simple it would've been!

To be honest it's a rather half-assed idea that I came up with, and definitely can be improved.
Mlie  [author] 8 Sep, 2021 @ 2:04pm 
@Hyomoto @Hubba Added support for ResearchPal - Forked. I just added a harmony-patch that overrides the IsVisible-property of research-nodes in ResearchPal based on if they are discovered. The arrows are still visible but you can no longer see or select undiscovered research-items so Id say its good enough.
Hyomoto 8 Sep, 2021 @ 1:14pm 
So, hypothetically, if the ResearchPal dev was willing to provide some sort of node hiding in the tree, that would open up a path for compatibility? They seem receptive to small changes and such, if just hiding nodes is sufficient I wouldn't be surprised if this collaboration could happen.
Mlie  [author] 8 Sep, 2021 @ 11:18am 
@Frigglish Should patch nicer now, thanks for the report
Frigglish 8 Sep, 2021 @ 2:37am 
This brute-forces <comps> into the Research Bench with an Add, rather than a conditional operation, which pops duplication errors with Vanilla Furniture and More Linkables (probably more). A minor issue for sure, but extant.
hubba 7 Sep, 2021 @ 2:21pm 
@Hyomoto I'm the original mod author so I can chime in on your question.

My original reasoning for it not being compatible was the "research hiding" feature, where research options would be hidden from the research window until you discover them via experimentation. The idea being that you can't research things without "knowing" them first.

Back when I was making the mod, I knew that it would be a colossal effort to also make a compat patch with ResearchPal (and any other mods that change the research window) whilst making the mod, so I left it on the sidelines.
Hyomoto 7 Sep, 2021 @ 2:03pm 
Hmm. I like this idea, but I also like the combined research tree of ResearchPal. It seems like compatibility shouldn't be impossible, may I ask what's preventing it from working? I'd hate to think these two don't work together if it's something simple.
Mlie  [author] 6 Sep, 2021 @ 11:29am 
@XxX_s1R_b0Mb3r_H4Rr1S_XxX I dont think so
Stim Shady 6 Sep, 2021 @ 10:42am 
will you do an exisiting game patch for this?
Pavlentine 6 Sep, 2021 @ 9:57am 
So, ugh, compability with "tech sales"?
gredeniand 6 Sep, 2021 @ 8:30am 
This is the best mod that should be implemented in the base game. Masterful.
Blitzred 5 Sep, 2021 @ 6:30pm 
I like the idea of this mod, but does anyone know if there's a performance impact, especially with the brain drain feature?
Robotic Wizard 4 Sep, 2021 @ 2:58pm 
an option where all research costs silver would be nice, tis' what patches are for I suppose
Mlie  [author] 4 Sep, 2021 @ 2:06pm 
@Happy_Vibes Any research can get a custom cost and type by adding patches for them. You can take a look on the current patches for vanilla to get a sense of how to do it
Mlie  [author] 4 Sep, 2021 @ 11:14am 
@Robotic Wizard Not sure, havent played with it
Robotic Wizard 4 Sep, 2021 @ 11:08am 
copat with the cults mod?
Mlie  [author] 4 Sep, 2021 @ 7:09am 
@morpheusak I cant draw but perhaps some tribal patchmod could do a texture replacement patch?