RimWorld

RimWorld

Research Reinvented
1,081 Comments
Cheshir 5 hours ago 
when im trying research utility collumns, my ppl just cant start research, its a bug ?
SghHanzMullerSW 11 Jul @ 1:10pm 
is it compable whit fluffys reseach mod
gh0stashes 10 Jul @ 6:54pm 
Combined with Semi-Random Research (specifically Ferny's Progression Fork) I seem to be able to research projects I haven't unlocked yet, both regarding techprints and Anomaly projects from entities that I haven't encountered yet. This is on 1.6.
PeteTimesSix  [author] 7 Jul @ 1:15pm 
@Sun-Soaked Target iterations is meant to mitigate that. Set it to 2 and if the category is assigned 100 points then each type of leather will be worth a minimum of 50 points, even if there's dozens to pick from.
Same goes for information exchange - set that to 4 and you'll be able to finish the category by getting information from 4 factions (counting your own). Though Information Exchange is a special case, as the amount of research points per faction opportunity is also affected by that faction's tech level relative to the research.

I've changed how a few things work in my WIP version already, and reworded the settings labels and tool-tips so they're hopefully be a bit clearer going forward.
The release is pending the DLC drop at this point, as I've also reworked how alternates work so I want to look through Oddysey's defs first to see what I can map to what with my shiny new dev tool for alternate mapping.
Sun-Soaked 7 Jul @ 12:16pm 
similar issue with material analysis- having like 500 types of modded leather means anything that trips fabrics ends up split to hell, with every item capped at like 9 research points, defeating the point of scrounging up the items

For information exchange, I can just crank up the static importance to compensate for all the new factions, but since materials are so inconsistent between projects, I could end up with one research with 500 mats worth 100 each and another with 2 mats each worth a gazillion points

I feel like there should be some option to collapse some of the crowded options into categories instead, like

"material research: leather" instead of 500 different leather s
Sun-Soaked 7 Jul @ 3:52am 
Is there something I can do to counteract the effects of having lots of mods on Information Exchange?

Having 50 random "angry bandit" factions means the factions I can actually talk to (and my own faction conversation) make only a tiny pittance of research points
Futstub 6 Jul @ 12:32am 
I love you so much for updating this before the official 1.6 release. <3
Drunken Eagle 3 Jul @ 11:11am 
Weird question, but I started my colony with a book that gives out constant research points for one specific research node while colonists read it. This is not schematics and totally indented, right?
Crippled-Knight 1 Jul @ 3:59pm 
ok, thanks for confirmation, great work anyway and this bug is totally managable when you realize what causes it so don't worry
PeteTimesSix  [author] 1 Jul @ 6:00am 
@Crippled-Knight its an old bug that made me burn out last time I tried to fix it, so I've kind of given up on it. There's a toggle in the mod settings to disable the system responsible, and it should default to enabled from 1.6 on.
Crippled-Knight 1 Jul @ 5:36am 
Looks like an old bug came back that makes random bills disappear whenever research finishes (not sure that this mod is causing this, but read somewhere that it had this issue in the past)
Vercreek 26 Jun @ 4:04am 
I was messin' around with the mod and seems like there's an odd incompatibility with VE Plants; when it's present, pawns won't research certain food related researches for MO and other mods. Tried it with a MO, Progression: Kitchen, VE Plants and RR and seems to be able to replicate the issue consistently
Apocryphus 25 Jun @ 4:29am 
@PeteTimesSix - thanks for the response, I'll test again! I feel like they were going for longer than three hours, but I could have been getting impatient. Right now I have it turned off, but I'd like to have it back on, it's a lot of fun.
PeteTimesSix  [author] 24 Jun @ 12:23pm 
As a note, Frame_CompleteConstruction_Patches will be throwing a warning in 1.6 due to some changes in VEF. It's a non-critical issue (on my end), but until I've fixed it prototype buildings will not work as intended.
PeteTimesSix  [author] 24 Jun @ 12:21pm 
@NameHere there is not. Far as I know there's no mech that can do Intellectual work, anyway.

@Apocryphus unlike in vanilla, the jobs in this mod aren't "long-term tasks". This makes it possible to prioritize those jobs, but it also means that once a pawn starts the job, they'll finish it unless interrupted. The duration though is set to 3000 ticks or about three in-game hours, so it shouldn't be lasting the entire night.

@Drunken Eagle its possible, but the settings menu does an admittedly poor job of explaining itself. I've got a new version in the works in which the descriptions should hopefully be a bit clearer, but until then: Set static importance of Theory to 10% and disable infinite overflow, then set every other category to be only available from 10% to 100%.
Drunken Eagle 24 Jun @ 3:41am 
Thank you, I always wanted something like this since I started playing, never liked vanilla approach on this.

Altho, Im trying to setup it to needing to ponder on the research table for like 10% of research needed and then proceed to other stuff. I know there is a slider for minumum progress required, but I also wonder is its possible to limit theory max gains to 10% of total research required?

My thought process is going for applicable science approach, just modifiying it to require pondering for 10% and then doing other stuff.
Solarius Scorch 24 Jun @ 1:00am 
Yeah, I absolutely love it. Seeing the local scientist run about the base, drag random stuff to the lab to examine it, crawling around machines and pestering guests is so much better than desk grinding!
t0m4s1t0 19 Jun @ 11:11pm 
Goated mod, applied science mode really makes researching a proper activity instead of desk grinding.
Apocryphus 19 Jun @ 8:27am 
I have an issue with this mod installed - my researchers seem to not want to stop researching even when the schedule changes or they're hungry/tired/need recreation. With the mod off, colonists stop researching promptly when the schedule changes or when their needs are low. With it on, Colonists will work through the night until they're close to collapse. Any ideas? I really love this mod, and would like to keep using it.
NameHere 14 Jun @ 7:58am 
is there a way to have mechs to research or am I doing something wrong?
FripouilleSaharienne 11 Jun @ 6:44am 
is there a way to make mechanoids prototyping ?
Revlis 9 Jun @ 10:13pm 
I get the error RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch, I believe it's this mod as it's the only one I can find in my list that could be related to the term RR, doesn't seem fatal in any way but it would be nice to not get the error lol
SFU|YortusMugwortus 7 Jun @ 2:45pm 
I wonder if this works with Research Papers.
Lanceyy242 22 May @ 7:22pm 
Amazing mod but when using a techfriar crown from VFE - Empire, sleep and recreation aren't restored when doing the custom research tasks added by this mod, like the nutrient content analysis.
MisterRextored 19 May @ 2:16am 
First of all I'm using a translator to help my terrible English. This mod is one of my favorites for all my games played since I discovered mods in this game but lately I'm doing some medieval runs and I'm using MO but it's giving me problems learning the locked enagrams, despite enabling the infinite learning options the enagrams keep saying that the category is full and won't let me finish the research, no matter what I try to do in settings to fix it even if I put it in vanilla mode.
Schnorf 13 May @ 2:49am 
First I'd like to say: great mod; :chocola2: I've been using it for a long while now. Across my many colonies, I have only found one consistent bug: When the "Knowledge Extraction" option is enabled on a prisoner in a mental state, it spams the error log with the classic "[Pawn] started 10 jobs in one tick. newJob=RR_InterrogatePrisoner (Job_2412230)"
Mr. Krill 12 May @ 1:53pm 
Not entirely sure, but it seems like the error is related to your mod:

RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch (instructions not found, stage 1)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
PeteTimesSix.ResearchReinvented.HarmonyPatches.Prototypes.Frame_CompleteConstruction_Patches:TranspilerSpawn (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>,object)
PeteTimesSix.ResearchReinvented.HarmonyPatches.Prototypes.Frame_CompleteConstruction_Patches:FullTranspiler (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])

https://gist.github.com/HugsLibRecordKeeper/c8598e1ec7f177c736ac7753b79d0758
Acid 25 Apr @ 10:36am 
having removed it both now and in my previous playthrough, I think my general experience (with a modlist of like 200-300 mods) is that this mod works very well in earlier parts of the game, and is really cool conceptually, but it really starts to cause significant lag with larger (eg. 30-40+ pop) colonies
Acid 25 Apr @ 7:35am 
PeteTimesSix.ResearchReinvented.Managers.ResearchOpportunityManager:GameComponentUpdate seems to be causing a lot of problems/lag
Monkey Magic 20 Apr @ 8:12am 
@PeteTimesSix - please take a look at the follow error reports:

No 1 - {LINK REMOVED}
No 2 - {LINK REMOVED}

These errors present when your mod is disabled, or unsubbed and either of these mods is enabled. This occurs because your mod changes the default interaction for these mods to science interrogation, changing the associated config files.

While I do not intend on unsubbing from the mod, neither do I wish to use it in every run.Deleting the affected config files stops the red error, but as I would rather not have to do this every time, might I suggest you have your mod reset any config values it changes when disabled instead? Thanks
d_valroth 14 Apr @ 12:47pm 
That's actually how it used to work, it was overpowered and got removed. The value of prototypes is just broken right now, but Pete has been burnt out on modding.
Kaschey 14 Apr @ 10:23am 
To be fair, the prototypes are very difficult to balance without introducing some completely new mechanic of malfunctioning buildings. It's already quite powerful that you can build something before researching it in the first place (especially, considering that the dmg the prototypes get is pretty easy to repair)
PyroMcDips 14 Apr @ 3:54am 
Love the idea of the mod and how works... mostly. My only huge issue so far is prototypes for new buildings barely counting towards the progress for research. Eg Building geothermal plant barely contributed 20 points to the category.

Perhaps a balanced way would be to allow pawns to field research prototype buildings to max out progress?
[kor]sundayline (^=^) 10 Apr @ 2:31am 
"Brainstorm solutions during social encounters between your colonists."
This is quite stupid, Why didn't you let this set up in the option?
I'm canceling the subscription because of this
estrogenesys 5 Apr @ 12:31pm 
no matter how i adjust the sliders, the number of iterations or points in a category do not change

is this intended behavior, or am i missing something?
Tal'Raziid 4 Apr @ 10:24pm 
Does RR let you move up the tech levels?
Nyarlathotep 3 Apr @ 10:28am 
Has anyone experienced Null error, when trying to do certain research? For example, when I try to research Skyranger from the Skyranger mod, the error pops up and my researcher never tries to research it. I assumed maybe the issue was with the mod itself, but no, research does work, when this mod is off. Very peculiar, as I never had that issue before.
Kaschey 2 Apr @ 2:11pm 
@SiCall, So THAT'S what's been causing it! Thank you so much - I was getting nervous about the state of my game at this point...
[CG] Creestab 30 Mar @ 3:05pm 
I saw online that this mod might have something to do with my bills getting deleted... but only high-explosive shells for some reason? If this isn't the cause then sorry to bother, but if it is then how do I fix the problem?
Vulkandrache 30 Mar @ 7:23am 
Can you make a screenshot of your points breakdown window for that greatbow research?
Because what you are saying here ive never encoutered when using this mod.
Its always been relevant tech from a level or 2 down that was required for production
and having to prototype drums while researching greatbows makes no sense.

If you have mods that rewrite large amounts of the techtree thats not this mods problem.
And even if, you can simply redo the prerequisites to suit your modlist.
Karasik Erohin 30 Mar @ 7:06am 
I find it incredibly stupid, that such things as "drug trial" with smoking cigarettes, building a tribal drum or an altar would be somehow a part of researching greatbows for example. And either I have to flood my base with useless drums, pews and other shit to "advance" totally unrelated research projects, or I have to wait for eons till it's done. What do god damn cigarettes have to do with anything like stoneworking? Very frustrating.
SiCall 25 Mar @ 2:12pm 
Children will try to read research books, which brings big log spam because they then try to do research despite not being capable of doing it.
StockSounds 24 Mar @ 6:04am 
Well, it do work I guess.
Vulkandrache 24 Mar @ 2:24am 
What did you mean "bandaiding". That is the method to use.
If you put theoretical down to 10%, geology and friends to 50-100
and reverse engineering and prototyping to 200% or higher
you need to find items or progress is going to be sloow.
StockSounds 23 Mar @ 8:50pm 
Is there any good way to make this sort of take over as the primary method of research? Like, having standard research be really inefficient by comparison to the special methods?

I'm currently sort of band-aiding it by using Change Research Speed and setting it really low, then also setting the standard research really low in Research Reinvented, but I was wondering if there was a less strange way.
Elgate 19 Mar @ 11:55am 
Would it be possible to add compatibility with vehicles? Making vehicles doesn't provide research xp and you cannot reverse engineer them either.
TeH_Dav 15 Mar @ 5:42pm 
@PeteTimesSix
TeH_Dav 15 Mar @ 5:42pm 
I'm getting a conflict between this, Dub's Mint Menus, and a few other mods, and on testing it appears removing this mod resolves the issue so I wanted to pass it on here. In essence, having this mod alongside Dub's Mint Menus makes it so you cannot use certain production tables, like the Primitve Workbenches mod's primitive crafting table. Not all tables are effected though; the sushi table from VCE works fine, but the campfire from base game - of all things doesn't.
Here are two logs, one with my normal mod list and another after I removed dub's rimatomics and reinforced mechanoids (which were also being flagged):

Here are the two hugslogs:
https://gist.github.com/HugsLibRecordKeeper/b91b8b3fa2c027c35eadba9d52f27241
https://gist.github.com/HugsLibRecordKeeper/92aa3eee09e267fdcc2e339b3fd16481
Frank The Duck 14 Mar @ 2:54pm 
@Haddam_Sussein that's a feature in the mod, it attempts to delete prototype/affected blueprints but it gets very confused so a bit of a broken feature. You can however turn it off in the mod options.
Haddam_Sussein 5 Mar @ 1:42pm 
I've been having a weird bug and i think its connected to this mod, whenever im making a prototype, if i change research proj while its being done the unfinished product gets destroyed automatically, also im using vanilla expanded books and for some reason i cant change or start a new project while theres an unfinished book on the map cause it also gets destroyed immediately