RimWorld

RimWorld

Passive Research
133 Comments
Komunre  [author] 14 Jul @ 5:05pm 
Since people report mod working with 1.6, I'm going to update About.xml to reflect 1.6 support. Please report if any issues will arise.
HoMyCK 14 Jul @ 4:02pm 
@yellowdotchunk mod works with 1.6
yellowdotchuck 13 Jul @ 2:49pm 
@Komunre Sorry to bother, but would it be updated for 1.6 since it's out?
Gyubbuh 12 Jul @ 7:59pm 
Has anyone made an unofficial update to this mod into 1.6?
AikiAimi 11 Jul @ 9:48pm 
looking forward for 1.6 update!
Komunre  [author] 30 Jun @ 7:27am 
Since new update is soon, I'm gonna revisit this mod for workbench requirement update once DLC releases. Not sure if I'm gonna be able to implement it though considering lack of DLCs and experience with them to test it, but it should be fine for at least base game.
Th232r 29 Jun @ 9:32am 
Have had no issues in 1.6 so far.
AikiAimi 18 Feb @ 2:02am 
you sir are my hero
Floridian Guy 25 Jan @ 3:03pm 
I love this mod. cuz i mostly play either Naked survival or tribals so its godly. :steamhappy:
danzloblaha13 12 Jan @ 4:42am 
most is locked from ultra tech and mere skin hardening takes 34 000p even then you got print to unlock then you industrial (17x) that some hardcore research (^-^)b , makes you stagnate a little unlike speedruns
Komunre  [author] 12 Jan @ 4:41am 
Current code has nothing to do with benches. Only GameComponentTick increases research progress, and does not involve any bench checks.
danzloblaha13 12 Jan @ 4:41am 
this is also suprisingly working in EMI field ... and somewhat broken cause i have high demands for cross Tech level researches, untill i kill Apocriton i cant reach spacer Tech .. so it takes 7x time ... (also need to research all other tech of industrial and below) so this is massive helper, even though i already had like 70% done
..
..
i got like 120 mods so yea i got researches of up to at leat 10million points to do them all D: got 3 lv20 researchers with bionics and many buffs from archotech and transhumanists (with genetics they barely sleep on quick sleeper trait + sleep accelerator xD )
danzloblaha13 12 Jan @ 4:37am 
is it just me or its 0,7 per BENCH ?
'~ R E D A C T E D ~' 6 Jan @ 9:54am 
oml this mod is SO DAMN USEFUL CAUSE MY COLONISTS NEVER RESERCH!!!!!!!!!!!!!!!!!!!!
Guarwo 16 Dec, 2024 @ 1:22pm 
Thanks for making this it's really useful.
batatafritada 14 Dec, 2024 @ 10:00am 
thank you brother, that's exactly what I needed to get the baby lone mechanitor scenario working!
blackrave 10 Nov, 2024 @ 2:52pm 
Yeah I understand
While you're at it, consider social interaction that also gives research points based on average research capabilities of pawns involved.
Could be at slightly higher chance of those happening if pawn is busy researching
Meaning that putting two or more research benches in close vicinity provide small synergy since researchers would ocasionally talk to each other about ongoing project.

For balance purposes maybe limit it all to only pawns capable of reserch and above certain skill?
Because I somehow doubt that Bob the Semi-Sentient Roomba missing half a brain and unable to write, read or even hold the pen would (or even could) provide suggestion on functions of charged weaponry or cryosleep.
Komunre  [author] 10 Nov, 2024 @ 2:24pm 
hm, sounds like a fun idea. I may implement it one day. But balancing such would be hard.
blackrave 10 Nov, 2024 @ 2:14pm 
I like the idea, but implementation is not exactly what I'm looking for.
What I was thinking about was mod that gives pawns chance to get "Research thoughts" (for a lack of better term) and it would deposit small point ammount into current project based on Intelectual skill plus some random points.
Because I know I don't stop thinking about problem just because I left workplace.
And sometimes uninvolved people who know about problem can suggest ideas on said problem.
Komunre  [author] 3 Sep, 2024 @ 5:11am 
Settings are applied immediately. You can confirm that by changing it to some relatively big value and then back to normal.
picard65 3 Sep, 2024 @ 4:55am 
big question, do new settings get applied only after a restart? I was thinking of doing a colony with the speed changing dynamically, but ofc it wouldn't work if settings are applied only on game restart
skill-less 29 Jul, 2024 @ 2:16pm 
now time to lock up "hammer" in the research dungeon!
skill-less 29 Jul, 2024 @ 2:16pm 
this is gonna make it so much easier.
Гений 26 Jun, 2024 @ 11:26am 
Thxmate
Komunre  [author] 25 Jun, 2024 @ 11:28pm 
Supported version updated to be 1.1-1.5!
Komunre  [author] 13 Jun, 2024 @ 1:37am 
Going to start working on roadmap soon. Possible future updates: 1.3 and less support, readdition of workbench availability check, changes in regards to newest DLC.
温暖晨曦 17 Apr, 2024 @ 11:25pm 
O7
Komunre  [author] 12 Apr, 2024 @ 11:37pm 
Updated to 1.5. Good luck with gaming.
v0wels 12 Apr, 2024 @ 11:44am 
Godspeed, my friend. <3
JCourtney 12 Apr, 2024 @ 11:27am 
You'll be able to figure it out. Good luck. :guardian::guardian::guardian:
Гений 12 Apr, 2024 @ 9:44am 
Wish you the best of luck, comrade. Разъеби этот код, верю в тебя
Komunre  [author] 12 Apr, 2024 @ 9:43am 
Either should be just recompiled or good luck to me with new RM API. Will start lookking into it.
v0wels 12 Apr, 2024 @ 9:07am 
Doesn't look like this mod is fully compatible with 1.5, or possibly there's a compatibility bug with other mods. This error gets thrown every frame, and prevents me from performing right-click actions, like trading with visitors:

System.FieldAccessException: Field `RimWorld.ResearchManager:currentProj' is inaccessible from method `PassiveResearch.PassiveProgress:GameComponentTick ()'
JCourtney 28 Mar, 2024 @ 6:49pm 
Hmm. Added it to a current save in 1.5 and doesn't seem to work unfortunately.
JCourtney 28 Mar, 2024 @ 2:18pm 
I guess I could load it in and see if it still works. :ambition::ambition::ambition:
Komunre  [author] 28 Mar, 2024 @ 2:17pm 
This mod should not have any compatibility issue with 1.5 or any other new versions. It involves miniscule amount of RimWorld API and overall is very small. I should be able to recompile it to a new version immediately. I am just unwilling to involve myself with experimental branch, as it might introduce a few issues with assembly compatibility.
JCourtney 28 Mar, 2024 @ 1:08pm 
I didn't know how much work it was to update to 1.5. I know slowly mods are getting converted over, with hopefully all the major ones done by the time the new DLC drops.

I'm just not good at pawn management, so research always ticks slow for me. :steamsad:
JCourtney 28 Mar, 2024 @ 12:46pm 
Nope, that was me. I accidentally deleted it. :steamfacepalm:
Komunre  [author] 28 Mar, 2024 @ 12:45pm 
Also, sorry JCourtney, I think I accidentally deleted your comment
JCourtney 28 Mar, 2024 @ 12:45pm 
That is a good idea. It's nice for the people that will still be on 1.4 for a long time as they wait for their stable of mods to update. :steamthumbsup:
JCourtney 28 Mar, 2024 @ 12:44pm 
That was quite fast. :steammocking:

This is one of my most important mods it turns out.

Thanks for taking a look at it. :Hire::Hire::Hire::Hire::Hire:
Komunre  [author] 28 Mar, 2024 @ 12:44pm 
Actually not going to update until 1.5 is on stable branch. By that point I will probably create support for both 1.4 and 1.5 separately, to have backwards compatibility.
JCourtney 11 Mar, 2024 @ 10:07am 
This mod is exactly what the game needs, there is just too much stuff added with mods to be able to dedicate multiple people to research.
Witch ~ 23 Nov, 2023 @ 6:20am 
thanks for the cool mod :3
With 300 mods researching turns into a real annoying slog tbh so Im glad this exists to make it a bit more fun
Komunre  [author] 17 Aug, 2023 @ 11:11am 
Mod will be updated to include workbench check option in time period of few weeks maximum, as I have to code it again, since updated sources seem to be missing.
Komunre  [author] 17 Aug, 2023 @ 11:08am 
Actually I just remembered I updated it from outdated github repo, which should have removed some functionality. Whoopsies!
Komunre  [author] 17 Aug, 2023 @ 11:07am 
Mod has been recompiled to exclude unity assemblies. Comment if any issues arise
Thekiborg 17 Aug, 2023 @ 7:20am 
Your mod has unity assemblies, packed in, which can break stuff, can you recompile your mod with just your assemblies? The hugslog shows all the assemblies loaded by your mod


https://gist.github.com/HugsLibRecordKeeper/cd84f0a33d24818f4c0217fbc2879be1#file-output_log-txt-L156
Komunre  [author] 11 Jul, 2023 @ 5:56pm 
Three cases, zero logs. How do you all expect me to fix something that is not reproducable on most of the people's installations including mine, while not providing any info about yours?
Valerie 11 Jul, 2023 @ 10:31am 
Third case of the map bugging out