RimWorld

RimWorld

PawnsChooseResearch (Continued)
36 Comments
Mlie  [author] 18 Jul @ 9:46pm 
@Ishchyaboi I see, it can be added with patches. There are a lot of modded research in the patches folder that can be looked at for reference
Ishchyaboi 18 Jul @ 9:41pm 
No, I meant tag categories for mod-added research.
Mlie  [author] 18 Jul @ 9:35pm 
@Ishchyaboi Not sure I understand, that would defeat the point of the mod?
Ishchyaboi 18 Jul @ 4:43pm 
Is there a way to personally tag research projects?
Mlie  [author] 3 Aug, 2024 @ 12:56pm 
@ComradeKai Should be fixed now, the mod should now only select normal research-projects
ComradeKai 2 Aug, 2024 @ 5:25pm 
I believe this mod is not working properly with Anomaly. I have tried with just this mod installed and pawns are occasionally choosing an anomaly research for their project, which gets them stuck because researching at the bench does not work towards the project, causing them to stare at the research bench forever without progressing. I couldn't figure out how to use the HugsLib uploader so I apologize for not having more details. I don't have much of an idea as to how this mod is coded but I think a simple and easy fix would be to blacklist all anomaly researches. Thank you for all your hard work updating these old mods!
Mlie  [author] 22 Apr, 2024 @ 8:35am 
@тетеря, блин No idea, never heard of it before
mynameactually 30 Aug, 2023 @ 9:06pm 
My brain would explode if this this somehow worked together with Research Reinvented, Life Lessons, and Research Data. lol
Mlie  [author] 5 Aug, 2023 @ 3:50pm 
@thailyn Thanks for the input! I have implemented the fixes based on your comments now.
thailyn 2 Aug, 2023 @ 12:19pm 
Sure. I've created issues on the repo for those two points, another bug I found since, as well as something that is more of a question than a true bug. Thanks!
Mlie  [author] 1 Aug, 2023 @ 11:12pm 
@thailyn Could you post a reference to the relevant code as an issue on the github-repo perhaps? Also if you can reference what code is selecting hardcoded projects?
thailyn 1 Aug, 2023 @ 3:49pm 
Hi, Mlie. I was taking a look at the source code (I assume decompiled from the old assembly?) to better understand how it works, and I'm pretty sure I found a bug. In the preferSimple part of the GetPreferenceScore function, a negative value is always being subtracted from [code]num[/code], which means a pawn's preference for a research project will be directly proportional to its tech level (when ahead of the colony's tech level), with a larger effect the lower the pawn's Intellectual skill. Which is opposite the intended behavior.

Also, I know you don't have the time (and probably not the attention, either) to improve all the mods you've continued, but I realized that, when a pawn is choosing research, they are only picking from at most (and hard-coded) 4 available research projects (kinda like semi-random research), which is unexpected and not at all hinted at in the mod's old description. Perhaps a little addendum could be added to the description?
thailyn 7 Mar, 2023 @ 10:45am 
@DisKorruptd, as @DVeL said in a recent comment, the two mods run together, but this mod's feature of allowing different pawns to research different projects is lost. That is, the first pawn to choose a research project when there is none establishes what all pawns will research, and all the usual Research Reinvented research methods can be carried out. I can attest to all this based on the game I'm playing now, but I'm not *that* familiar with either of these mods when used alone. It appears to me that everything else is working properly.

Of course, it would be awesome if this limitation were not present, but I imagine that would be a rather complicated undertaking, based on just how much Research Reinvented does to the research mechanics.
DisKorruptd 7 Mar, 2023 @ 10:03am 
This work with Research Reinvented?
thailyn 6 Mar, 2023 @ 9:51pm 
@Mlie Thanks for the update! I don't see any other errors from this mod now.
Mlie  [author] 5 Mar, 2023 @ 11:12am 
@thailyn Thanks again, should be updated now
thailyn 4 Mar, 2023 @ 12:39am 
Hi, Mlie. I'm finally moving to 1.4 and found some more patch operation failures in 1.4. For the first error, I believe the research project was renamed to "VHGE_GasExtraction" and moved to the Helixien Gas mod in 1.4 (I haven't used that mod myself). For the second, the VWE_Tools research project was removed in 1.4. (As well as some of the tools, apparently? News to me.)

[PawnsChooseResearch (Continued)] Patch operation Verse.PatchOperationSequence(count=2, lastFailedOperation=Verse.PatchOperationAdd(Defs/ResearchProjectDef[defName="VFE_GasExtraction"]/modExtensions/li[@Class="PawnsChooseResearch.ResearchCategory"])) failed
file: <snip>\1.4\Patches\VanillaFurnitureExpandedPower.xml

[PawnsChooseResearch (Continued)] Patch operation Verse.PatchOperationSequence(count=3, lastFailedOperation=Verse.PatchOperationAdd(Defs/ResearchProjectDef[defName="VWE_Tools"]/modExtensions/li[@Class="PawnsChooseResearch.ResearchCategory"])) failed
file: <snip>\1.4\Patches\VanillaWeaponsExpanded.xml
thailyn 30 Jan, 2023 @ 9:49pm 
@Mlie Thanks for the second update, and sorry again for not being clear initially. I'm not getting any more of these errors in the log in v1.3. Thanks!
Mlie  [author] 30 Jan, 2023 @ 10:15am 
@thailyn I see, should be fixed now
thailyn 29 Jan, 2023 @ 3:19pm 
@Mlie Thank you for the quick update, but I must apologize for not being clear. I am still running RimWorld v1.3 and saw the errors there, so your patches to RimFactory in v1.3 also need to be changed, not just in v1.4.

The fix for Altered Carbon appears to be good in v1.3, though.
Mlie  [author] 29 Jan, 2023 @ 12:43pm 
@thailyn Should be fixed now, thanks for reporting!
thailyn 28 Jan, 2023 @ 10:50pm 
I found some out of date patches. For Altered Carbon, this mod is looking to patch the research project def "AC_SleeveProduction", but that was last in the AC mod in the 1.2 version. The 1.3 and 1.4 versions of AC each have different sets of new research project defs. This is causing a "Failed to find a node with the given xpath" error in the log.

I'm also getting a similar error for the "Project RimFactory Revived" mod. The patch for defName="PRF_SalResearchIV" or defName="PRF_SalResearchV" or defName="PRF_SalResearchVI" give the same error. *However*, these research defs do exist, but with different capitalization (e.g., "PRF_SALResearchIV"). If capitalization doesn't matter, then I don't know why this one is giving an error.
DVeL 31 Dec, 2022 @ 6:28pm 
Was very upset with your answer, because I like both mods and don't want to give any of them up =)
So tried to test how much they conflict. Started a run with only this two mods.

Regardless of order, I received no errors.
But "PawnsChooseResearch" looses it's ability to have several researches at once.
So the first pawn chooses the research, after that all pawns can choose which part of "Research Reinvented" they will contribute to and can run several "tests" at once.
And regardless of "PawnsChooseResearch" mod settings, you always have an option to change current research. But you can just... not =)

So I would say, they are highly (though not 100%) compatible.
Mlie  [author] 31 Dec, 2022 @ 12:51pm 
@DVeL I dont think so, that mod seems to change the whole research-code
DVeL 27 Dec, 2022 @ 3:41am 
Mlie  [author] 27 Dec, 2022 @ 1:40am 
@DVeL No idea, link to that mod?
DVeL 27 Dec, 2022 @ 1:10am 
Is it compatible with "Research Reinvented"?
indrageerts 25 Dec, 2022 @ 3:19pm 
This mod is wild. If you have multiple researchers, they each research different projects. Simultaneously. It seriously changes things up, much more than any other random research mod I've ever seen.
Vardath 24 Dec, 2022 @ 7:48am 
@ Solarius Scorch I like the pawns to do things on their own, including research, so I like mods like this which give them some autonomy. Semi random research gives randomness but it has drawbacks too, like not letting the pawns actually chose when to initiate the research, it is either full time active research or none at all, especially when combined with passive research, which is nice to have as it speeds things up a bit without initiating research without pawn interaction.
Solarius Scorch 23 Dec, 2022 @ 2:59am 
@ Vardath As I see it, that;s the actual point of this mod. Either you optimise and always select the "best" option, or you let it grow organically. If you don't want the latter, why even use Pawns Choose Research?
Vardath 22 Dec, 2022 @ 3:07pm 
Trying it out. It was Research whatever, not Random research that i have been using. It prefers the cheapest reasearch option, which is not always good.
Mlie  [author] 22 Dec, 2022 @ 2:41pm 
@Vardath Id say the major difference is that pawns choose projects individually (unless disabled in the settings) and based on their passions and skills. So its not as random. Hospitality guests can also choose their own projects if allowed to help out. I mainly updated it because I use it in my own saves.
Vardath 22 Dec, 2022 @ 2:14pm 
Difference between this and random research? I currently use RR and would seriously consider switching if I saw the benefit.
트와이스.저우쯔위 22 Dec, 2022 @ 10:27am 
Thank you <3 super fond of this mod
Kalsb 21 Dec, 2022 @ 7:20pm 
Thanks!