RimWorld

RimWorld

Steady Research
55 Comments
UnblestMATT  [author] 15 Feb @ 3:59pm 
@Aphasia Thanks for clarifying. I will give it a whirl, but it may be outside my abilities. Either way, I am thinking of doing an update to this mod, so if you have any other ideas, shoot them here.
Aphasia 15 Feb @ 3:44pm 
So this may actually be unsolvable unfortunately
Aphasia 15 Feb @ 3:44pm 
I also believe it's because they give them tech levels rather than being undefined, which has also broke other mods like tech advancing
Aphasia 15 Feb @ 3:42pm 
It's that they make their own separate tabs entirely, so you'd find "Meat" or whatever their tab is, and the research inside is normal or advanced DARK type, and because it's not in the original tab, steady goes inside and chooses them, causing it to infinitely retry over and over because there still isn't a main research option. Unless you know some weird "dark research avoidance fuckery", having them add entirely new tabs with their own will just inevitably break steady research.
UnblestMATT  [author] 15 Feb @ 10:55am 
@Aphasia What exactly is the issue? Steady Research ignores the dark research added by Anomaly, but you can manually select it. If other mods are adding other research category types, like dark research, I would have to manually add them to the ignore list, but I don't know how the mods you mentioned work exactly.
UnblestMATT  [author] 13 Feb @ 5:21pm 
@Aphasia Thank you for letting me know! I will try to get that fixed as soon as I can.
Aphasia 13 Feb @ 1:18am 
This seems to be incompatible with mods that add their own separate anomaly research tabs, such as meatcore or seal the spirits, and will break steady until they are finished.
UnblestMATT  [author] 21 May, 2024 @ 6:12am 
@D9sinc By default, this mod selects the lowest tech level and the cheapest project in that level. That way, every time a project is finished, you click okay, and after a few seconds it selects the next project. There are options to adjust tech level selection and research modes.
D9sinc 20 May, 2024 @ 7:09pm 
Quick question, does this automatically research projects in the background or is it just choosing the lowest tech level research project? I ask because I love using "Research Whatever" but when I'm doing the Tribal start I have to micromanage to make sure that they are researching tech level equivalent research so we can progress.
UnblestMATT  [author] 20 May, 2024 @ 5:44pm 
I just now updated the mod so that it actually checks if you have Anomaly. Like before, if you have Anomaly, it should just ignore the "Advanced Research" aka dark research. If you don't have it, it shouldn't try to ignore the dark research, which I think was causing the bug @Morgreth reported. I have tested the mod without Anomaly and it works now.

@Markanian, this mod works fine with Dubs Mint Menus, I have always used the two together without issues.
El Tiqui-Tiqui 20 May, 2024 @ 11:11am 
I ran into similar issue and because this mod not compatible with Dubs Mint Menus and it was not researching Anomaly, what you can do is go to the Dubs Mint Menus options and turn off Research overwrite, then manually click a on a new research again and it start working by its self again.
UnblestMATT  [author] 19 May, 2024 @ 7:35pm 
@Morgreth, that does sound like a bug, I didn't mean to make it Anomaly only. I will try to get this fixed up soon, apologies!
Morgreth 19 May, 2024 @ 7:10pm 
Got a bit of an . . . incompatibility? . . . Bug? Something like that to report: when Anomaly is inactive the mod just doesn't work.
Like, not even throwing an error or anything, simply goes like "Nah, bro." and nothing happens.
UnblestMATT  [author] 15 Apr, 2024 @ 9:56am 
@Malminas I have not tested the newest version for 1.4. It should still work, as the underlying logic is the same, but I have added a check for 'advanced research' that the Anomaly DLC adds. It may get upset about that, let me know and I will try to get it patched.
Malminas 15 Apr, 2024 @ 9:50am 
Does this still work with 1.4
UnblestMATT  [author] 15 Apr, 2024 @ 9:12am 
It is updated for 1.5 and Anomaly DLC now! It simply ignores advanced/dark research projects from the DLC, so the bug reported by @Aphasia should be fixed.

Otherwise, I've adjusted the mod settings, added research modes for alternative project selection paths, as well as toggles for each tech level and the research selection sound cue. :)
UnblestMATT  [author] 14 Apr, 2024 @ 7:13pm 
@Aphasia Thanks! I'll work that out ASAP
Aphasia 14 Apr, 2024 @ 6:02pm 
yeah its having a weird bug with anomaly when you unlock its research tree
UnblestMATT  [author] 7 Apr, 2024 @ 6:55am 
@Aira I'll be doing an update with some more patches when it is out :)
I don't think anything research-wise will be changed, but I suspect there will be some things that need to be tweaked for the new DLC.

@BrainW4v3! I used Dalle-2 to make the image and then I edited it in Photoshop.
Aira 7 Apr, 2024 @ 4:20am 
I cant wait for this on 1.5 :steamhappy:
BrainW4v3! 21 Mar, 2024 @ 10:52am 
the mods picture really good, did you make it?
Aira 4 Mar, 2024 @ 10:33pm 
its ok! im just weighing which one i like more now cuz of that :D
UnblestMATT  [author] 4 Mar, 2024 @ 7:50am 
@Aira I've not used that mod, but just from looking, it looks like it would definitely be incompatible. Sorry!
Aira 4 Mar, 2024 @ 4:53am 
so basically i need to choose between this or semi random research right?
DeoxidizerX 28 Jan, 2024 @ 5:16pm 
ok awesome. thank you for looking into it.
UnblestMATT  [author] 28 Jan, 2024 @ 5:02pm 
@DeoxidizerX I've never used TechAdvancing, but let me check it out and see how it works. No promises, but if I figure it out I will try to do a compatibility patch. With that being said, my mod is compatible with my 450+ modlist. Thanks for letting me know of the issue!
DeoxidizerX 28 Jan, 2024 @ 4:23pm 
thanks for the new version. with the request about the lowest cost regardless of tech level option. There is a little bit of an 'issue' with it.
with Techadvancing mod you can make higher tech cost more and lower tech cost less, but it seems like it isn't taking in consideration for that, and still reads the 'base' value as it's value.
Would you be able to make it so it can read the 'changed' value from TechAdvancing mod? not sure if it is possible or not.
UnblestMATT  [author] 23 Jan, 2024 @ 8:10am 
New Version: 1.3!

Introduces a slider for customizing the auto-research interval and an option to toggle prioritizing the lowest tech level. Please report any issues and leave your feedback so I can continue to improve this QOL mod.
CTH2004 29 Dec, 2023 @ 3:46pm 
ah, fair enough
UnblestMATT  [author] 27 Dec, 2023 @ 7:46am 
@CTH2004 I just meant each individual research project, like "Beer brewing" or "Smithing."
CTH2004 26 Dec, 2023 @ 9:29pm 
Dozens of tabs
That’s better. And, what do you mean “projects”?
DeoxidizerX 22 Dec, 2023 @ 9:38am 
ok awesome, will be looking forward to the update. thank you. congrats on finishing grad school.
UnblestMATT  [author] 22 Dec, 2023 @ 9:14am 
@DeoxidizerX That's another option I have been considering adding. I will be updating this mod in the next week or two, hopefully. I will hopefully be adding several options like this and what others have suggested. I just finished grad school, so I am a bit busy, but I like working on this project too. :)
DeoxidizerX 22 Dec, 2023 @ 9:00am 
would there be any chance you could add an option for choosing the lowest tech level or just choosing the lowest costing one overall?

I use techadvancing which makes higher tech more expensive and lower tech lower, depending on your colony tech level. so I would like to have it select the lowest costing one overall.
UnblestMATT  [author] 12 Dec, 2023 @ 8:02pm 
@VORZAP I've gone back and forth on the idea of lowering it, but now that you mention it, perhaps I will add a slider for the delay. I may be busy in the next few days, but if I have time I will get this updated.
VORZAP 12 Dec, 2023 @ 6:55pm 
Could you add an option to lower/eliminate the 30 second delay?
UnblestMATT  [author] 6 Dec, 2023 @ 10:40pm 
@Cahruen All fixed! I've play-tested v1.2 pretty thoroughly, and it now considers techprints and Biotech's chips. Let me know if you run into any other issues. Thanks for the help improving my work! :D
Geisterhaft 6 Dec, 2023 @ 5:13pm 
Thanks for your work and efforts mate, definitely made the early game bearable :)
UnblestMATT  [author] 6 Dec, 2023 @ 2:34pm 
@Cahruen I have yet to test the techprint projects, oops! That's a bug that will be fixed as soon as possible.
Geisterhaft 6 Dec, 2023 @ 4:37am 
Anyone else having the issue where research projects that require additional techprints are completed despite the fact that said techprints haven't been applied yet?
UnblestMATT  [author] 5 Dec, 2023 @ 10:17am 
@Gauron I've not encountered that. The mod simply chooses which project will be researched first. It looks for the cheapest project in the lowest tier technology (i.e. neolithic, medieval, etc.) that has all of its prerequisites completed. It doesn't touch researchers/pawns/behavior whatsoever. Hope that helps! :)
Gauron 5 Dec, 2023 @ 9:42am 
A question but does this mod supposed to make researchers completely ignore researching or is it something else i might be running?
UnblestMATT  [author] 4 Dec, 2023 @ 2:41pm 
@D9sinc Should be all fixed! I changed the script so that it checks that the project's prerequisites are all complete before selecting it. I played it for a bit and it seemed to be fixed. Let me know if you have any other issues. Thanks again for the feedback!
D9sinc 3 Dec, 2023 @ 6:27pm 
Okay, I was about to say I just found a funny bug now, I was using Alpha Mechs so when I got to industrial, they researched the Light Alpha Mechs project since it's only 200 points and gave me Basic Mechtech and Electricity when the research was completed so it seems that it can be . . . used. I look forward to the update.
UnblestMATT  [author] 3 Dec, 2023 @ 5:50pm 
Thanks! I'll play test more and do an update to fix that @D9sinc
D9sinc 3 Dec, 2023 @ 5:48pm 
So I do want to make a bug report or a suggestion, I started using this in my latest playthrough and when I got to Medieval tech, my pawns went to research Long Blades (which has 400 points) but I didn't have Smithing researched which is a prerequisite to research Long Blades. I would suggest that if possible having the mod check if the research project is viable to research too in order to prevent something like this happen as it's just a minor inconvenience.
D9sinc 3 Dec, 2023 @ 11:13am 
@UnblestMATT thank you for your response. I appreciate it.
UnblestMATT  [author] 3 Dec, 2023 @ 7:42am 
@D9sinc I'm glad you like it! :D

As for your questions, the mod only selects the next project once it is completed, so you can manually choose any project you want and once finished it will continue at the lowest tier and cheapest tech. The window still pops up, but you can just okay and it will do its thing after a few seconds. I've thought about using an event notification instead of the vanilla window, but I decided to keep it simple as this is only my second mod and I barely know what I am doing. :)

Thank you for the suggestions! When I update this mod in the future (TBD), I will keep your suggestions in mind. I was also thinking of adding toggles for each tier of tech, so it would skip tech levels if one wants.
D9sinc 3 Dec, 2023 @ 2:51am 
This sounds awesome. I went from using Semi-Random Research to Research Whatever since Research Whatever gave me the option to literally just let my research sit in the back (like if I was using Research Powl/Pal without having that large complicated tree for me to stare at. But this sounds more tempting since it will prioritize lower tech research first which is very helpful since I love using VFE Tribal now.

I'm going to be downloading this, but I just wanted to ask 2 questions, there is no passive research feature in this correct? Also, is it possible either by default or including an option to change how the mod treats completed research?

Going back to Research Whatever, it gives you the option to disable the notification upon completing a research project and you can choose to have it appear as a vanilla letter (like when a pawn gets an inspiration) or a vanilla message (like when you find out food has rotted away in storage) or disabling it altogether.
UnblestMATT  [author] 2 Dec, 2023 @ 5:51pm 
@Zinkoner It prioritizes the cheapest research in the lowest era. Yes, it will do Cocoa Production before Batteries.