RimWorld

RimWorld

Research Data
420 Comments
kongkim  [author] 8 hours ago 
Huge update to the backend of the mod to make it run better on 1.5 and 1.6
and to prepare for adding mod settings (Only 1.6 get settings).
If you run into errors, let me know. Remember to re-sub the mod.

Also added patch support for the mod: More Multi-Analyzers
@loklan
kongkim  [author] 19 Jul @ 3:01am 
@loklan Can take a look at it later today :)
loklan 19 Jul @ 2:54am 
gday mate, this is a ripper mod that adds depth to every playthrough, love it. i used your xml as a template to make a compatibility patch for the More Multi-Analyzers mod, I posted it to their page as well but thought i'd share it here too https://pastebin.com/eAsfeYVK
not sure if it makes more sense to have it in this mod or the other, but either way, pls feel free to add it in and thanks again for this perfectly designed mod!
PepperCat 12 Jul @ 9:41pm 
Oh, and Btw, now with the 1.6 it would be nice that the research sample bench would benefit from being in a laboratory instead of a workshop!
PepperCat 12 Jul @ 6:54pm 
Hello!
First of all, I love the mod, it makes research super interesting, combined with Research Reinvented it is a perfect combo.
In general I found the balance to be very on point in everything, the only thing that is making me struggle way too much is the gold for the Analyzer Data. That's a super rare ore, no one sells it, rarely found, dismantling mechs doesn't give it. So it is kind of a "blocking" experience. Even Plasteel is easier to find.
Other than that, I have been using it since 1.4 I keep loving it.
kongkim  [author] 12 Jul @ 5:10pm 
@Revlis Yah i like that idea :)
Revlis 12 Jul @ 3:57pm 
using this alongside research papers and research reinvented makes it looks so damn good
kongkim  [author] 12 Jul @ 1:56pm 
Nice, its a start to something big ;)
moo 12 Jul @ 1:27pm 
kongkim  [author] 12 Jul @ 11:20am 
Ahh yah okay :)

Yes i patch, that, but will not remove it now, as im planing on making settings for the mod at some point. and will not update it at the moment.

So go into the mod files. under the patch files, find Building-Mods open it and remove all this.

<li Class="PatchOperationConditional">
<xpath>Defs/ThingDef[defName="RR_ThinkingSpot"]/comps/li[@Class="CompProperties_AffectedByFacilities"]</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="RR_ThinkingSpot"]/comps</xpath>
<value>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities />
</li>
</value>
</nomatch>
</li>

And it works normal.
moo 12 Jul @ 11:16am 
Sorry, I had a moment writing that. I'm not using tribals.

The research spot from RR-SS, requires fuel from this mod. I don't think that's on their end
kongkim  [author] 12 Jul @ 11:13am 
@moss my guss is that you use the Vanilla Trible mod?
If so i have not patched that to use research papers.

And if it is the Reinvented-Stepping Stones that do it, its then who need to patch it :)
moo 12 Jul @ 10:45am 
Hi. Research Paper forces the tribal/neolithic research spot to use fuel to do work, but it's not fitting with the theme of low level tech having to have a workbench to do anything.

Is it possible to patch Research Reinvented-Stepping Stones so the spot does not use fuel but is limited to the level of which research desks are unlocked where that natural transition to fuelled desks via research papers takes place?
kongkim  [author] 24 Jun @ 1:09am 
@Revlis Yes they will, this do not change anything in reinvented.
Reinvented just make use og the data/fuel system added by this also :)
Revlis 23 Jun @ 6:16pm 
I feel like I may be missing something, if I have this and research reinvented will they still gather data studying things around my base like the pot plants for plant research etc or does this overwrite that method of data gathering for them?
kongkim  [author] 20 Jun @ 12:19pm 
@lunarWITCH Nope, its part of the idea to make it a bit harder later on and not just forget about it :)
But with that said i would love yo have some options for it as some point, but it requires C# and i can't do that sadly.
faenadia 20 Jun @ 9:18am 
is there a way for the analyzer data to only be used when actually researching? i do not see any mod options :/
kongkim  [author] 19 Jun @ 6:32am 
No thx you :) and np. let me know if you run across more or on other mods of mine.
Roque the Rogue 19 Jun @ 6:28am 
Log clean confirmed! thank you @kongkim great work!
kongkim  [author] 19 Jun @ 5:43am 
@Roque the Rogue Try unsub the mod and re-sub it again.
Think i found it and fixed it :) Let me know.
Roque the Rogue 19 Jun @ 5:13am 
@kingkim I have been stress testing quite a few mods for some mod authors on unstable 1.6, around 141 I'll try to get you a log
kongkim  [author] 19 Jun @ 5:06am 
@Roque the Rogue can see there have been a small update to 1.6 i testet, will take a look at it.
Roque the Rogue 19 Jun @ 4:57am 
Config error in MetallicResearchSamples: has costStuffCount but no stuffCategories.
Config error in MetallicResearchSamples: has costStuffCount but no stuffCategories.

Got both of these while bug fixing for 1.6, don't know what else they're linked to
kongkim  [author] 11 Jun @ 2:03pm 
Updatet the mod to 1.6
Let me know if there are any problems.
FaPaThY 27 May @ 1:00am 
Awesome, thanks
kongkim  [author] 27 May @ 12:50am 
@FaPaThY I will add it to the ToDo list :)
But it will take a bit of time before i get around to add it as im working on something else at the moment.
And will have to look at the mods code before i know if i can add that or just add papers to it :)
FaPaThY 26 May @ 10:27pm 
Hey, a patch request maybe. These are both linkables to the hi-tech research bench, but you can also do research on them and they currently don't require data.

laboratory station (90%)
research terminal (65%)

Both of these mods add the exact same buildings.

High Tech Laboratory Facilities (Continued):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542048177
Hospitals Extended
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2121326566

Problem is, the terminal especially is much slower than hi-tech, so it might not even be worth wasting Data on it over just building another hi-tech bench, so I was was thinking maybe patch laboratory station to use Data, and research terminal to use Papers. 10% less research speed than the equivalent benches, but +10% linkable bonus to hi-tech would make up for it and still work well as auxiliary benches. What do you think?
Capefear56 15 May @ 8:35am 
@kongkim great! By the way, it's actually from a mod called VFE: Ancients - Computers Not Junk. Apparently the submod makes the computers useable again
kongkim  [author] 15 May @ 8:20am 
@Capefear56 i put it on the ToDo list :)
Capefear56 15 May @ 8:13am 
Hmm, the "Ancient computer desk" added by VFE - Ancients appears to be missing a patch for this mod.
kongkim  [author] 30 Apr @ 1:31am 
@Darian Stephens I guss you are using the "Research Data Theory"?

Research Data Theory use the "Custom Ritual Framework" mod to spawn papers.
Its an old problem that should have been fixed.

So check if your mod "Custom Ritual Framework" id up to date.
If it is plz. go in there and post the problem :)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2561617361
Darian Stephens 30 Apr @ 1:14am 
I feel like something's really wrong with where it chooses to spawn the theory papers after completing a ritual.
I've got a perfectly-good lab, with plenty of open space, and it chooses to spawn the papers 100 cells away in an unexplored cave (I'm in a mountain).
Heck, I've got the research bench in the middle of the room, no obstructions on any side, and it still spawns the papers on the other side of the room on top of some furniture.

Maybe you can look at the logic for that, if you have control over it? At least make it try to spawn on the main pawn doing the ritual, instead of on the table itself?
SuwinTzi 22 Apr @ 9:18am 
I get that, I was annoyed that I had to get a pawn with animal skill, normally I treat it as a dump stat.
kongkim  [author] 22 Apr @ 12:38am 
@SuwinTzi Normally i set it up so i use the "Do until" on the 3 expert first and then the 3 normal so if anyone can do then expers they do that forst and then the normal.
SuwinTzi 21 Apr @ 4:22pm 
I get that, personally I prefer to stockpile an amount of data using the "Do until + Pause if" bill, and having multiple units per work cycle is feels better.
kongkim  [author] 13 Apr @ 1:25pm 
@Emilie Sackenball No plans to change that at the moment :)
And sliders mod options requires som C# i can't do sadly.
Emilie Sackenball 13 Apr @ 9:42am 
I getting some mixed feelings about this mod, even it some point makes sense, I found very tedious to create like 10 bills to make possible a research chain possible, also the use of the ritual mechanic... makes sense too though I could give a more evolutive way to make stuff in "mid-late game", I wonder if you can add sliders or make some research than extent the "fuel duration" of the data,make a bionic than make it last longer or faster, or make the fuel does not get "expend" when the tables are not in use.
Also I wonder if you're thinking to add more evolution about make it "more teachy" as your tech level improves, the research methodology should improve?
kongkim  [author] 13 Apr @ 1:41am 
@SuwinTzi Thx for the two cents :)
But the idea is that all use different skills, and for the fabric, it only requires you to have a pawn with 2 in animal to make 1 at a time.
SuwinTzi 12 Apr @ 4:07pm 
Also Mining for Metallic research instead of Crafting would make more sense to me anyway.
SuwinTzi 12 Apr @ 4:07pm 
I have a small complaint about fabric research requiring Animal skill. It's a relatively harder skill to train unless you're ranching or tame/releasing nonstop, and it'd make more sense to me to use "crafting" skill instead.

Just my two cents.
kongkim  [author] 21 Mar @ 5:31am 
@Vulkandrache

Yah it use the fuel system so if you lower the research speed the use of data needed will be the same.

Yah it only requires "fuel" on benches etc. if you add a mod that add research spot it will not, and its choice i made at normally research spots have way lower research speed.
Vulkandrache 21 Mar @ 5:02am 
Am i understanding this right that this mod basicaly makes
research benches use fuel which is crafted with basic materials
depending on the tech level?

And the fuel use happens regardless of the research speed
or skill of the pawn doing it?
So if i set the research speed to 5% in the story teller
i will need 20 times the amout of data for a given research.

However there seems to only be one type of Sample Bench
for everything.
Im not seeing any way to make them at say a crafting spot
or something similary low tech. Is that correct?
gazza_m_bolton 15 Mar @ 3:14am 
I was just about to come over and ask about the Medieval Overhaul mod as well but just saw that Captain_Tess had already asked haha
Rubber Ducky 8 Mar @ 3:24pm 
Would it be possible to seperate it into "Crafting research data"
kongkim  [author] 8 Mar @ 3:06pm 
@Rubber Ducky Yah its crafting.
Rubber Ducky 8 Mar @ 2:45pm 
is there a specific name for the job or is it just crafting? looking to move it under personal work categories to have everyone make whatever samples they can since they take a variety of skills
kongkim  [author] 16 Feb @ 6:57am 
@Captain_Tess Thx :)
Never used Medieval Overhaul, but can put it on the ToDo list ans take a look at it, but will not be right now as i do have a lot to do :)
Captain_Tess 16 Feb @ 6:38am 
I love the concept of this mod. Compatibility for this and the Theory add-on with Medieval Overhaul would be nice, for the advanced research bench from that mod.
kongkim  [author] 30 Jan @ 11:38am 
@Futstub
What research spot?
From what i know there are only a research spot in their trible mod unless they added new stuff.
And that on porpus i have not added it at it only reaesrch at 25% speed.
Futstub 30 Jan @ 7:08am 
Sadly this doesn't work with research spot from vanilla expanded.