RimWorld

RimWorld

Research Reinvented: Stepping Stones
257 Comments
ALE199 3 hours ago 
I guess we should make a lite version of this mod without auto-patcher
Gopher 7 hours ago 
Guessing I need to abandon this mod if I want to use the Progression mods? Or is there a patch in the making?
moo 11 Jul @ 3:35pm 
Hi Pete,
Could you add a patch for Progression - Agriculture to ignore treesowing, cocoa and devilstrand?
PeteTimesSix  [author] 11 Jul @ 3:34pm 
@Xyllisa Meem Paradox Station
That error means that through some combination of mods, a research project is a prerequisite for one of its own prerequisites. This blows up all sorts of things, so that warning is there to make you aware of it early.
There's also a lot of other errors in that log. 1.6 seems to be a bit less tolerant towards issues in xml, so fix those first.
Also experiencing.. a ton of recursive errors for some reason in my actual modlist, here's my log to show it. Its saying things like "RR:SS: Reached a depth of 1000 while recursively crawling the tech tree (start project: RR_ElectricityBasics)! This almost certainly means there's a loop in it."
https://gist.github.com/HugsLibRecordKeeper/3085a7b05141976ec93420b2221cbc8f
PeteTimesSix  [author] 11 Jul @ 3:15pm 
@Xyllisa Meem Paradox Station
Should be fixed. It was a patch targeting Research Reinvented itself not being conditional enough.
THEmuth 11 Jul @ 2:56pm 
Throws Errors, no clue where the incompat comes from. Game crashes on spawn.
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PeteTimesSix  [author] 11 Jul @ 1:47pm 
@Xyllisa Meem Paradox Station
I've just rechecked and it does not. At least not in 1.6, I make no promises about 1.5.
Xyllisa Meem Paradox Station 11 Jul @ 12:52pm 
Throws errors when loaded with just VFE Tribal.
PeteTimesSix  [author] 11 Jul @ 7:51am 
Now 1.6 and Odyssey compatible. And tribals too, sure.
Alyssa 16 Jun @ 3:15pm 
People already ask for VFE - Tribals compatibility?
PeteTimesSix  [author] 13 Jun @ 1:19pm 
As a heads up, I've got Stepping Stones mostly ready to go for 1.6, but I'm gonna hold off until the DLC drops so I can check if anything needs to reshuffle in the tech tree.
Andros 12 Jun @ 3:51pm 
I echo Garwel's issue. The gathering spot is the one and only way fo getting started with research.
For anyone coming aross this issue, I suggest using rimmsqol to remove the organization research requriement.
Paradox 12 Jun @ 3:34am 
Is it Intentional that simple clothing unlocks clothing that requires hand tailors bench which requires complex clothing
Jónas Þórirsson 13 May @ 10:51pm 
Organ and limb implantation surgeries are now gated behind some early medical technologies, because being able to perform a heart transplant without any research whatsoever is a bit goofy. This one is a bit controversial, so there is an option in the settings to disable it.
Dovenius 13 Apr @ 8:52am 
This breaks installing body parts to pawns idk if its a mod incompatibility
Mobile Meow Machine 26 Mar @ 6:59pm 
This mod causes stairs from multifloors to require electricity researched to be built.
Is this fixable?
LumberingTroll 8 Mar @ 10:52am 
@futstub I was getting that as well, i just disabled stepping stones, sadly depending on how mods research requirements are setup there may just be no way to break them down like this without manually changing the requirements.
Futstub 29 Jan @ 1:40am 
Any chance someone can help me? I get infinite error messages (until "reached max message limit") like this for every research project in the tree:

Reached a depth of 1000 while recursively crawling the tech tree (start project: DrugProduction)! This almost certainly means there's a loop in it.
Garwel 12 Jan @ 1:43pm 
More VFE: Tribals issues: many very basic things are only available from the Neolithic level or just before it, which makes survival on the Animal level very difficult or impossible. It includes meal recipes (so it makes no sense growing food or hunting, because you can't prepare meals), crafting spot (you can't actually craft any of the things you discover), sleeping spots etc.

I suggest that, when VFE: Tribals is present, these things are made available without any prerequisites. Otherwise this mod will, sadly, just kill the early game for VFE:T users.
Garwel 12 Jan @ 7:35am 
Looks like this mod moves the Gathering Spot from VFE: Tribals into Organizing tech node. But the Gathering Spot is necessary to do research at the neolithic level (especially if you start without the Fire tech) in the first place. Can you add an exception for it not to require any techs whatsoever?
HanCloudstone 14 Nov, 2024 @ 4:12pm 
Penoxycyline research being a hard requirement for implants despite the drug never being involved in any of the operations is a devious little mechanic that requires delving into teh Internets to even learn about. It's not even required by any implant tech, so I just sat there in my dunce cone for weeks of game time being clueless. Devious indeed.
ALE199 25 Sep, 2024 @ 5:14am 
there is
DemoniX20 24 Sep, 2024 @ 7:39am 
is there a compatibility patch with the Vanilla Factions Expanded - Tribals modification? Technologies are incorrectly distributed. Things like "Workplace", "Place of sleep" are not in their research.
JackeyLove 18 Sep, 2024 @ 6:35am 
My pawn was getting body parts decay and I was gonna install new lung. Took me an hour to find out this was the problem, not the Research Reinvented itself.
New save is fine but my old save having UI problem now lol
624932690 30 Aug, 2024 @ 10:07pm 
Is it possible to have a compatch with Medieval Overhaul?
Linnun 14 Aug, 2024 @ 9:59am 
VFET has been updated, now your patch for it causes an error on game launch.

To fix it, go to file "Patches_ThingDefs_RR_to_VFET.xml" and remove this patch (because this is now normal behavior):
<Operation Class="PatchOperationRemove">
<xpath>Defs/ResearchProjectDef[defName="ComplexFurniture"]/requiredResearchBuilding</xpath>
</Operation>
MaxDergCat 10 Aug, 2024 @ 4:23pm 
So which research is it for basic organ implants? as currently I can't implant normal organs but can implant prostetics, and I have penoxycyline
Funnypig 20 Jul, 2024 @ 9:23am 
holy* btw x)
Funnypig 20 Jul, 2024 @ 9:17am 
I feel like the mod needs to be more verbose about what gets locked behind what. Why is the Penoxycyline production for example not called "Infections & Transplants"?

Or at the very least have it be more verbose here in the description or a wiki.

I'm at an early spacer stage and for the love of everything that is hole, I could not find out why I couldn't install prosthetics and so forth. Moving bionics mods and such to the bottom of the list, allowed me to install some of them, but not super basic ones, like a normal kidney. Only then did it dawn on me that it could've been this mod. Lo and behold, I, with my car-owning, medicine-producing, hospitality-providing colony, was missing a 500 research points research that I skipped because I didn't check in on the fine print :lunar2019deadpanpig:
Linnun 16 Jul, 2024 @ 11:06pm 
@✪YVO_Crayen✪
I had the same issue that took me hours to pinpoint it down to this mod. Luckily pinpointing the mod was the hard part, the solution is simple: In mod settings, set Gate Advanced Surgery to Off and restart game. Otherwise some surgery gets secretly locked behind research like "Prosthetics", "DrugProduction", "PenoxycylineProduction" etc.
✪YVO_Crayen✪ 16 Jul, 2024 @ 6:36pm 
After a bunch of testing for several hours, this mod was preventing me from completing surgeries such as "install lung" and "install bionic leg", and any other install body part surgery. not sure why
DoomAndGloom 10 Jul, 2024 @ 12:37pm 
@Tel_Arin did you find a way to fix that? I was just about to add this to my VFE Tribal run before I saw your comment
Tel_Arin 8 Jun, 2024 @ 10:23am 
This mod makes the wild man scenario form VFE Tribals start with some tech
Tarojun 30 May, 2024 @ 9:53am 
Please add to About's description that this mod changes surgery, to further improve odds the players are informed that this mod changes it and has an mod option for it.
ADanniMPA 28 May, 2024 @ 10:29pm 
For people that have problem installing implant and what not remember there are settings
Jay425 19 May, 2024 @ 9:13am 
is it normal for the mod to cause the research branches to appear where one cant see them? It wont let me zoom out or scroll over far enough to view the extra branches and prerequisites it adds so im sometimes in the dark when i pay tribal playthru.
Qualli 16 May, 2024 @ 6:04pm 
I have the same problem like Arkantos Eli has and did a lot of testing. But so far i cannot identify the mod conflict.
Arkantos Eli 14 May, 2024 @ 8:53am 
Here is the current modlist.

https://rentry.co/rhcce8z4

Adding stepping stones - and nothing else - crashes the game. I suspect this might be due to how Rimpy sorts mods actually.
Kaies 14 May, 2024 @ 3:06am 
The mod is likely conflicting with another mod. To put it in perspective, I have 449 mods enabled and no crashes with this mod enabled. You should post your mod list.
Arkantos Eli 13 May, 2024 @ 2:17pm 
Warning: will crash the game on a new save. Tested extensively (30+ game reloads with different modlist, if this mod is present, game crashes on loading a new game. Without it, it doesn't happen). I have all dependencies, everything is updated, modlist is sorted by Rimpy.
Kaies 13 May, 2024 @ 6:27am 
Operations aren't broken, there's a setting that configures you to need prerequisite research to be able to install bionics. Weather it should restrict regular organs or not is debatable, also it should probably have some sort of indication in the operation menu that you need the research otherwise you'd have no idea.
Mbos 12 May, 2024 @ 12:02pm 
First VE-Achievements breaking game saving now this breaking Operations.
1.5 is a weird versoin for mods it seems.
Oh No! I'm A Bean! 10 May, 2024 @ 11:52am 
Similar issue with not being able to install things like limbs and organs. Removing this fixed it.
Larsenburg 28 Apr, 2024 @ 10:15am 
Hey - noticed an issue that seems credited to this mod regarding installing prosthetic/bionic parts - (specifically utilising RBSE in my case). When the bionic foot in my case is in stockpile, and medicine available/set. The actual option to install the bionic is not present, however installing base game stuff such as peg leg/wooden foot still work. Link to where this mod is stated as the problem - https://steamhost.cn/steamcommunity_com/app/294100/discussions/0/6274121610021751991/ (same issue with images there too)
ALE199 23 Apr, 2024 @ 3:37pm 
@lianhero
With Setup Camp or Regrowth: Core you could have temp research colonies
yarnosh 23 Apr, 2024 @ 2:40pm 
@lianhero Could you start a second "research" colony on a river and prototype it there?
lianhero 23 Apr, 2024 @ 6:02am 
I really enjoy research reinvented and had it enabled for my last colony in the applied science mode (no theoretical research). It makes research a lot more of an effort. One problem however that was a major hurdle, was making reusable energy (watermills) a prerequisite for geothermal generators. I was playing on a map with no rivers and it was not possible to finish research on watermills without leaving the map, travelling to a different map and subsequently prototyping a watermill there (you cannot make prototype watermills if you have no rivers on map. Any changes to that would be appreciated.