RimWorld

RimWorld

[OLD VERSION] Semi Random Research: Progression Fork
79 Comments
Paprikahörnchen 29 Jun @ 8:12am 
Is it working well with Anomaly?
Like that you can choose seperately?
SiaNKs 21 Jun @ 2:24pm 
Why it gives u three options and doesnt allow anything else to be chosen? BECAUSE ITS SEMI RANDOM MOD BRUH, it forces u to choose RNG Tech from ur level
huevo grande 18 Jun @ 1:08am 
seems not compatable with anomaly researches in integrated implants mod
even if you disable anomaly options in mod settings it still prompts you that semi random reseach is active and you cannot choose research
AzoorFox 15 Jun @ 2:02pm 
UPDATE WHEN?????????????????
mannd1068 13 Jun @ 3:44pm 
Same as Mal but the three projects it chooses... useless research for a new colony. Wallpaper, beehives and conduits. Tried to change them to something useful, but it will not let me.
mal_wilson 9 Jun @ 1:01pm 
How do you actually start researching anything with this? It just disables the research button for me and i cant progress or do anything.
Arthur GC 8 Jun @ 12:33pm 
+1 to Shiva Chirr comment. Would also be nice to have an option to automatically select the next research.
LeanWolf 7 Jun @ 12:25am 
FYI this mod its ridiculously incompatible with "Research papers", the load save button just bounces back, and trying to start a new game its impossible past the ideoligion screen, the next button just bounces back too!, no logs, no crash, just infinite clicking. The most bizarre incompatibility I've ever seen in any game I've have modded
shiva chirr 4 Jun @ 5:15am 
is there anyway to disable the pausing for every time the research finishes
IceMaverick 23 May @ 10:09pm 
Was coming here to say exactly what Luv N Hugz is saying. I'd love it if partially done research was just treated like any other research. I don't want to add new slots or replace existing ones. I just want an option for them to be put in the pool like everything else and if I chance upon a partially done project, I can choose to formally research it.
In addition, I'd love some way to see that my partially done research is - in fact - partially done. I'm currently choosing from 5 partial-completes because of the Replacement setting, but they're all displaying their full points value and there's no way to tell that they're partially complete without viewing the full research tree and finding each project.
Luv N Hugz |UwU| 14 May @ 3:11am 
Anyway to get partially complete research to just be treated as any other option? I can't seem to configure it where they won't be extra, or without forcefully replacing an option.
Fresh 10 May @ 9:38pm 
There seems to be a soft incompat with Anomalies Expected in the sense that the research tab for it's anomaly projects is separate from the vanilla one, and unless you turn off the "Prohibit normal selection" in mod options you can't select a project to research from the mod. (Even with "Experimental Anomaly support" option toggled off)
Zeress 10 May @ 4:26pm 
Here's an interesting edge case I discovered; For context, I have a dummy tech I assign to techs i don't want to ever research from mods, ie disable them, by adding it through RIMMSqol.

It seems however if you do that to too many of a tier, say neolithic, this mod can cause a hard lock as it runs out of eligible neolithic research to give you. I notice that it was still counting these techs in the total tally like 33/44). Obviously this is not a normal issue and I don't blame you at all for it but should be known just in case.
Rhaiden 7 May @ 3:48am 
How do I get rerolls? ( Nice job, thank you so much ! )
NastyMoose 5 May @ 9:36pm 
how do you research anomaly
Soon500 2 May @ 2:31pm 
@Харон I second this problem
SuwinTzi 29 Apr @ 11:18am 
Hello Ferny, I'm also using Niilo's QoL that includes a tech level progression option, am I correct in assuming I should have that disabled?
Apocalypse 24 Apr @ 7:43pm 
Is there a reason my colonist wont research the revian tech.
Red Wizard 21 Apr @ 1:55pm 
Having a couple issues with this mod. The cancel research button occasionally doesn't work, leaving me stuck with the current research. Also, the first research in the list is always auto started. Not sure if that's from this mod, or something else.
Teifion 20 Apr @ 11:02am 
If you research everything and then relocate your colony as part of the map quest so have your research reset the mod breaks.
Egoist 16 Apr @ 1:39am 
this mod forcing me to research vanilla expanded bloat and shit just reminds me to throw them out of the window
Cruelsuun 15 Apr @ 5:32am 
just need to add a separate choice for advanced vs simple anomaly research and then this mod would be perfect!
sam1373 14 Apr @ 1:25am 
yeah there needs to be simple and advanced anomaly research
justydusty 11 Apr @ 11:19am 
Great mod! Though i wish there was compatibility with custom research trees like research tree continued (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3030499331) as im aving the same problem as @Luv N Hugz. Thanks for this great mod!
Харон 8 Apr @ 8:44am 
Here small bug - I cant choose both advanced and simple anomaly research in same time. This can totally softlock whole anomaly progress in early game. Fork semi-random research from another author hasnt this problem
JoeDoX 7 Apr @ 8:57am 
Hello Arodoid,
Would it be possible to add the lines in the Keyed folder of the buttons you added, in order to translate them.
Thank you in advance for your help.
Demonic 6 Apr @ 5:12pm 
@Arodoid Yep, it's not happening past the wild man stage.
Otherversian 6 Apr @ 4:52pm 
Is there compat for Research Whatever (or just generally the idea of automatically selecting research rather than manually doing so), and if not is it planned? I like the idea of the options being somewhat random and having certain restrictions, but sometimes I don't wanna micromanage it lmao
Demonic 6 Apr @ 4:25pm 
@Arodoid my bad, I meant the wild man start from VFE: Tribal. The basic tech prior to unlocking culture, I couldn't remember the name.

I'm back home and loading the game up now so I'll let you know if it's still happening now that I'm further into the tech tree
Garbage Warlock 6 Apr @ 1:22pm 
Oh this is a good continuation to a mod I love! Even works with Seal the Spirits! Thank you for giving this mod a fresh coat of paint.
Luv N Hugz |UwU| 6 Apr @ 12:09pm 
Can we see comparability for "Research Tree (Continued)"? Currently when clicking to view the research tree it sends me to the vanilla (unreadable) research tree. I don't want to use the research tree mod for research, but it's the best choice for viewing prerequisites.
OhBrod 6 Apr @ 9:39am 
@Arodoid Thank you for the update!, small thing i noticed is that I can't see if i've already started researching something while selecting a project. perhaps change the cost to reflect the research left to do or simply show x/y for already started projects.

@Noire you can use both together
Cadet CStinky 6 Apr @ 9:36am 
If I had the world tech level set to neolithic but change it midway to medieval, will medieval research appear in my research tab?
Paprikahörnchen 6 Apr @ 12:03am 
Ohhh, thank you for telling me!
Time to return to my research!<3
Noire 5 Apr @ 6:39pm 
Wow, This mod is great! I need to choose between Research Reinvented or this mod
Drex 5 Apr @ 3:40pm 
hello i wanted to know if the mods were compatible with Research Reinvented thank you very much^^
mods link's :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868392160
Arodoid  [author] 5 Apr @ 12:43pm 
@Demonic hmm maybe something to do with animal techs? (they aren't a tech era in vanilla) I am looking into it :)
Demonic 5 Apr @ 11:52am 
@Arodoid it's actually rerolling. I noticed it on a brand new animal colonist start before I had picked any of the basic research, maybe it only does it in that specific situation? I haven't tried again since advancing to medieval because I didn't want to cheat my rerolls.

I'm away from home for a couple days so I can't double check right now, I will comment again next time I play. Otherwise, if you can't recreate it, then it's probably just a mod conflict or something.
Arodoid  [author] 5 Apr @ 11:45am 
@Paprikahörnchen @Ar_cv @Red Wizard @balu @OhBrod @ferny
All of your concerns have been fixed! :steamthumbsup:
Arodoid  [author] 5 Apr @ 10:15am 
@Demonic Are you sure its actually re-rolling, and not just playing the sound?
Paprikahörnchen 5 Apr @ 5:16am 
Really would be perfect, except that issue that Ar_cv mentioned
FluffMeister 5 Apr @ 4:11am 
how does this work with the VE neolithic wild man start?
ferny  [author] 5 Apr @ 12:00am 
@Ar_cv Will be fixed soon
Ar_cv 4 Apr @ 8:06pm 
biggest issue I see is cant select a anomaly research and normal research at the same time
Help 4 Apr @ 4:06pm 
Hi! Sorry to bother you, but I have a question.

Does this mod work in conjunction with ResearchPal, or should I use this one only?

Thank you in advance!
Arodoid  [author] 4 Apr @ 10:42am 
@Demonic Nice find! I can fix that soon.
Demonic 4 Apr @ 10:16am 
Found a bug/exploit. When viewing the regular tree and no project selected, clicking the button in the top right to switch back to the normal semi-random screen, it rerolls for free every time you do it.
TeH_Dav 4 Apr @ 4:29am 
Amazing work; I'd been having issues using the original with tech tree, and now this replaced both lol.

Also, works great on my 1800 long mod list. ;D