RimWorld

RimWorld

Researchable Stat Upgrades Rewritten
232 Comments
Wrekter 54 minutes ago 
@legoholic that is from vanilla, there's a hard-cap on yields and whatnot. You need a mod like un-limited reborn, to surpass those hard-caps and get over 100%
legoholic 1 hour ago 
This mod appears to function *partially* in 1.6 as is (tested with no mods except Harmony, HugsLib, and XML Extensions running).

Stat increases such as move speed/work speed do increase, however amounts of food gathered/resources mined/etc can only increase to a certain limit (which I have not been able to determine). For example, increasing mining yield to several hundred times the normal amount only lets you mine a max of 75 steel, no matter how much you repeat the research. Similarly I could only harvest about 20 potatoes from a single plant no matter what.

The mod is still very usable as-is, but I recommend user not research the repeatable techs more than 10x (which is probably excessive anyway).
legoholic 1 hour ago 
Previous comment deleted as I did some more testing, will re-post above this comment.

Thanks for your work on this mod, I've been using it forever and have considered it a critical part of my gameplay for a long time. Take care!
kd8lvt  [author] 1 hour ago 
I appreciate you looking into it :cozycrashfish:

Just going to pop this here to try and catch folks who scroll past the description lol:
As the top of the description says, I've dropped modding for the time being. Folks are welcome to pick up where I left off, (all my mods are effectively FOSS) I'll even help explain things in the code if people need. (Though I'd recommend doing a full rewrite of RSU:R from scratch over continuing with whats here; the current codebase has something like 10 years and five different maintainers of cumulative technical debt going on)
However, I personally don't have the time to grind through fixing/rewriting mods that were at best arguably functional in 1.5 :zote:

Good to know RSU:R is at least semi-functional, though. At a guess, maybe there's a more strict cap on harvest yields in 1.6? It might be fixed when paired with another mod, like Un-Limited.
kd8lvt  [author] 3 Jun @ 9:35am 
@Succubus
Sorry for the late reply!
That is a known bug, though the exact cause is proving elusive; especially with how little time I have to work on RSU:R :zote:

It's triggered by doing any other researches, after completing a repeatable research.

In the meantime, you should be able to open your save in a normal text editor and tweak the values in the RepeatableResearch_WorldComp (I think that's the name) to something more sane; just keep in mind that every time you research something it will "complete" the research again, so it'll creep back up if you still have a lot of research to complete.
Alternatively the dev mode variable thing (I forget the name, sorry ;-;) should also provide access to the worldcomp, in the event you use something like RWS Compressor and can't just open the file.
Succubus 24 May @ 10:59am 
for some reason i now have a 9000% harvest yield(after only one of the repeatable research), sounds like this mod is broken for me
kd8lvt  [author] 10 Apr @ 3:24pm 
@Scorpio Awesome, I'll remove it from the dependencies then :)
Scorpio 10 Apr @ 11:11am 
just did and seems to be working without errors
kd8lvt  [author] 9 Apr @ 12:20pm 
Nope, it doesn't. No idea. Try running RSU without it and tell me how it goes. RW should still load the list even if it says itts missing a dependency - assuming I'm not actually using it
kd8lvt  [author] 9 Apr @ 12:19pm 
Update:
I don't think it's actually required for RSU to function, I don't have it in my csproj file as a nuget package. I can't remember for the life of me why I ended up adding it to the dependency list here on Steam if it's not needed... Maybe XMLExtensions needs it?
kd8lvt  [author] 9 Apr @ 12:11pm 
@Scorpio
Ah, I wasn't aware hugslib wasn't being maintained anymore. I'll look into migrating away from it, but it might be a minute. I don't actually know where exactly in RSU it's in use, I haven't been able to look at this project in quite a while.
Scorpio 9 Apr @ 11:31am 
hugslib itself is slow and no longer maintained ( said settings because i assumed thats what you were using to make the settings menu )
Ditching it doesn't require a rewriting ( well most mods dont i didnt saw the code of yours )
kd8lvt  [author] 8 Apr @ 3:06pm 
@Scorpio
Do you mean XMLExtensions? I don't use Hugslib for settings.
Doing that would require I rewrite the entire mod again, so I'd rather not. Plus, I don't see it being slow in my testing? XML is slow by nature of its existence, though.
Scorpio 8 Apr @ 1:26pm 
any chance of ditching hugslib? its not needed for settings and slow af
迷雾旅人 31 Mar @ 9:49pm 
In some cases, the final loop will get stuck.
But if a mod like "Stored Research" is not activated, such issues will not occur.
kd8lvt  [author] 25 Feb @ 10:55am 
That's try three on formatting it properly, I give up lmao
kd8lvt  [author] 25 Feb @ 10:54am 
Managed to jank the mobile app into showing me your comment, so I'll quote it here:
[quote=sorry-i-forgot-your-name]
would you consider a stat upgrade for conversion stats? Ideoligion Spread Chance / Global Certainty Loss Factor / Conversion Power?
[/quote]
kd8lvt  [author] 25 Feb @ 10:43am 
Oops, didn't mean to delete your comment! Damnit Steam mobile app ..

Y'know, can't say I had thought of that, but it certainly makes sense!
I've added it to my future-feature list :)
kd8lvt  [author] 2 Feb @ 9:31am 
As always, you can take a look current progress, report bugs, and download in-dev versions over on github [github.com], where I keep the mod's source code :)
I'm also happy to accept any pull-requests over there from folks who know how and want to contribute. If you don't know C# that's OK! Most of RSU:R is done through XML, thanks to Spdsktr's incredibly flexible code behind the scenes, and XMLExtensions!
kd8lvt  [author] 2 Feb @ 9:12am 
@PreemPalver
Huh, that's certainly an interesting side-effect, thanks for the report! If you still have a backup of the save file prior to removing RSU:R, I'd love to take a look :) If not, that's totally understandable, I'm replying quite late. My apologies for that, by the way.
Your English is 100% clear and understandable - no worries!

@Oxcyde
Huh, I suppose that would apply, wouldn't it? Good to know when testing when I get to fixing it. Thanks for the input :)

An update on Kd's life:
I finally have gotten some reliable free-time to play games - including RimWorld! I should be back to updating mods, as soon as I get through my current massive backlog of bug reports ;^-^
Oxcyde 2 Feb @ 4:06am 
Adding to the runaway stats upgrade research, I noticed that the number on mine increases despite not doing or completing any active research. My guess is that even just mere reading books that provide research exp could contribute to the rising number. Funny bug tho, I'm looking forward to see my pawns just blinking in and out throughout my base.
PreemPalver 19 Jan @ 3:58am 
Hi guys! Impressive mod. I also found the bug that @icedknife spoke about. In my case, it also made the colony dubs stuck in a "standing" loop, while they also tried to run for food but got standing again, freezing them in place, and leading some to death. Had to remove the mod to let them work properly again. Is there anyway we can help to solve this? :praisesun: (sry for my bad english)
kd8lvt  [author] 2 Jan @ 10:38am 
That is a known bug, but thanks for the report! I haven't been able to fix it due to my free time being extremely limited recently. Sorry for causing confusion!
icedknife 2 Jan @ 9:44am 
Guys I meet a bug, when I finished all researches from stat upgrades tab, I fount out I cannot do the repeat research. But that was fine, I mean the buff is good and enough, so I leave it there. However after a few years in game, I suddenly realize my colonizers are moving really fast and work really fast. So I open the info tag and check, guess what, 380% work speed:AoD_Ray:........Then I check the stats upgrades research, the repeat, the last one has a number of "116". I tried to research some other tech cost around 3000, and then the number 116 turn to 118. It seems every other research are increasing my work speed and move speed. I have to say it is really unbalanced, but it works fine for me.
kd8lvt  [author] 12 Dec, 2024 @ 9:43am 
@Quri1q
If they extend the vanilla turret class, which there's very little reason not to, yes :)
Quri1q 11 Dec, 2024 @ 8:06pm 
do the turret upgrades affect modded turrets?
kd8lvt  [author] 10 Dec, 2024 @ 9:29pm 
No problem! I'm more or less just keeping it alive for myself, making other people happy is just a bonus ;D
Nooto 10 Dec, 2024 @ 9:27pm 
Understood. No rush :) I know firsthand that executive dysfunction can be a real bitch
Thank you for your effort in updating the mod! :cozyspaceengineersc:
kd8lvt  [author] 10 Dec, 2024 @ 8:43pm 
Thanks for the kind words! I appreciate it, as I'm sure other maintainers do :)
To hit each point in order;
* I completely forgot Farming Yield even had a repeatable. That's on my list now, thanks :D
* Yup! Apparently, Rimworld despises when every player-owned structure on the map requires repairs. Couldn't imagine why. Apparently I forgot to remove the mod options when I removed the research. My bad ;^-^
* I'd love to, but at that point I'd be reinventing the wheel (XML Extensions) and given it works as well as it does.... yeah I'd rather not. I might be able to add a button in the normal mod options that takes you to the XMLE ones though, I'll look into it.

I'll have an update out soon-ish to fix those. Hopefully. Life & executive dysfunction have been kicking my behind. but now that it's on my list, it should get done once I get a chance.
Nooto 10 Dec, 2024 @ 6:53pm 
Hi! Thank you for your continued support on this mod. You're humble about it, but without modders who are dedicated to maintaining older mods like you (and Miles and Ferris, to name a few), a lot of these mods would be lost to time. This goes out to all of them too, thanks for doing what you do! :steamthumbsup:

About this mod, is it possible to fix up the mod options? I noticed that there's detailed config options for the repeatable Productivity research (initial cost, increment per repeat, benefit per repeat), but the repeatable Farming Yield research seems to only have an option for its initial cost.

Also, the .xml config seems to display options for researches that aren't in the 1.5 version of the mod, particularly the Building Health ones. Were those removed on purpose?

Finally, on a much smaller note, moving it onto the standard mod options menu instead of the .xml config would be nice, but that's relatively minor.

Not demanding any of these things, I'm just wondering :)
kd8lvt  [author] 8 Dec, 2024 @ 3:46pm 
No problem! :) I didn't make RSU:R though - at least not initally. I'm just maintaining it, and adding features where they make sense. The folks before me are far more talented and deserve credit. I just make sure it's mostly-functional in modern versions ;^-^
mayariboh 8 Dec, 2024 @ 12:28pm 
Yeah, that's fair. Thank you for responding and also for making the mod.
kd8lvt  [author] 4 Dec, 2024 @ 5:49am 
The researches don't work with mechs by design :) Partially for some semblance of balance, but mostly because it just doesn't make sense.

Mechinators aren't programming the mechs, they are using (incomplete) brain scans. It doesn't make sense for mechs to benefit from what is essentially on-site training videos - If you've ever had a barely-sentient coworker like I have, I'm sure you can see my logic :P

If it made more sense in-universe for them to benefit I'd be more open to abandon the balance side and just do it, but eh.
mayariboh 3 Dec, 2024 @ 6:55pm 
Is there a way to get this to work with mechs?
kd8lvt  [author] 19 Sep, 2024 @ 11:55am 
Sorry about the delay in response folks, real-life has been kicking my behind.
Make sure the mod settings (under XMLExtensions' mod settings, it's a seperate button) have repeating research enabled. Apparently it got switched to being off by default at some point, and I haven't simultaneously had the time and energy to fix it.
Lets speedrun this sht 8 Sep, 2024 @ 11:45pm 
Same problem
R L Donny the Ronny 31 Aug, 2024 @ 12:14pm 
Same for me, cant repeat the repeatable tech, it just stays completed after the first time
King brus 17 Aug, 2024 @ 4:41pm 
Repeatable tech is not repeatable
kd8lvt  [author] 8 Aug, 2024 @ 4:43pm 
Glad I could help you find it! Sorry about the confusion ;^-^
清水 8 Aug, 2024 @ 3:01pm 
got it,I used to think that the requirement of research points is too scarce,now I can change it ^-^
kd8lvt  [author] 8 Aug, 2024 @ 2:53pm 
The mod options are in the XMLExtensions mod settings, not the Vanilla ones. I'm not sure why they made their own category - probably something to do with how RimWorld works.

It's a button right next to the button you press to open the Vanilla mod settings. I think it's labeled something like "Mod Settings +" or "More Mod Settings" ? I'm not sure, it's been a while since I've needed to tinker with mod options.
清水 8 Aug, 2024 @ 2:50pm 
that's fine,I archived it before completing the research.
but I didn't find the mod option,the only way to fix it may be to cancel and re-enable the mod
kd8lvt  [author] 8 Aug, 2024 @ 2:38pm 
In the meantime, toggling the mod option should solve the problem. If it causes issues with another mod (Semi-Random Research, for example,) just switch it back on for a moment, finish the research, and choose a new one, then re-enable it. Sorry about the inconvenience, but if it's the config option causing issues, that's likely the best workaround for now.
kd8lvt  [author] 8 Aug, 2024 @ 2:35pm 
No worries about poor English skills - we all start somewhere :) I still knew what you meant ^-^
Hmm... if you didn't change any mod settings, I guess I need to double-check that repeatables are on by default and not off. Thanks for the heads-up, I likely wouldn't have thought to check that for quite a while.
清水 8 Aug, 2024 @ 2:25pm 
And I'm sorry for using inappropriate vocabulary. My English is bad
清水 8 Aug, 2024 @ 2:22pm 
@kd8lvt
I haven't made any changes to the mod.in fact,I'm not the only one who has encountered this problem.
kd8lvt  [author] 8 Aug, 2024 @ 2:02pm 
@清水
Repeatable (circular) researches only being researchable once is a mod configuration option. Please ensure you haven't mistakenly changed it :)

Unrelated researches applying the repeatables' buffs is a known issue, and one that I'm working on. The information that it is paired with the config option is new and very valuable, thank you!
清水 8 Aug, 2024 @ 1:51am 
and if you have researched the circular tech,then every time research other tech, will gain 3% global work speed
清水 8 Aug, 2024 @ 1:36am 
Circular tech doesn't work. it can only be researched once
Killiset 30 Jul, 2024 @ 7:26pm 
I believe it would be awesome if stat upgrades had a verbose lore basing as if accuracy and aiming time was given by "extensive group coordination training" and mining speed by "regular tools chekup and global polishing of working guidelines"