RimWorld

RimWorld

SS Researchable Stat Upgrades
315 Comments
Petty Officer Egg 22 Aug, 2021 @ 8:31am 
No its still in 1.0 do you think they will update it?
ozma64 8 Aug, 2021 @ 10:03am 
any chance for 1.3?
Stoic Saltine 23 Nov, 2020 @ 5:30am 
Not sure if you're still active, but I wanted to make a suggestion:

Medical research to decrease the number of treatments needed to get rid of ailments (ie. gut worms). Would be nice for late game scenarios where more colonists are getting sick.
[56e] Adda 6 Jul, 2020 @ 12:51am 
@explodoboy See his Github repository. Mod is licensed under MIT license so you can use his work as long as you preserve copyright and license notices. Give Spdskatr credits and it should be all good.
explodoboy 5 Jul, 2020 @ 9:12pm 
Hope that the mod author (Spudskatr) is still reading the workshop comments!

I would like permission to use parts of SSRSU in my mod Science Never Stops for an infinitely repeatable research.
megabot 3 May, 2020 @ 4:58am 
I'm assuming the combat upgrades don't work with combat extended?
Mlie 24 Mar, 2020 @ 11:33am 
I have uploaded an updated version of this mod, made by user firefoxpdm.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2034010625
They will not be releasing their version on Steam but have given me permission to do so.
Hope this helps anyone!
Six 23 Mar, 2020 @ 6:09pm 
Please update to 1.1, thank you!
kzs583 23 Mar, 2020 @ 12:48am 
please 1.1 ver T^T
Killer Tamashi 22 Mar, 2020 @ 6:33pm 
Anyone know if it works with 1.1? sometimes out of date mods mostly work fine
ShadyBhaz 18 Mar, 2020 @ 9:50am 
Hi author,

Could you kindly update this beautiful mod of yours to 1.1 please?
Thank you so much, big fan!
☾⎛sιтєʀ⎞☽ 15 Mar, 2020 @ 12:54pm 
1.1 please!
Grim 15 Mar, 2020 @ 11:02am 
When you have the time I would love a 1.1 update.:lunar2019piginablanket:
[kor]ELNA - FREE HONGKONG 13 Mar, 2020 @ 2:36am 
업데이트 안하나 ㅠㅠ
Droknar 7 Mar, 2020 @ 6:43am 
I would love this mod in 1.1
SalzStange 6 Mar, 2020 @ 8:29am 
update pls
mtg 4 Mar, 2020 @ 4:05pm 
love the mod, please update or if anyone knows of an alternative?
EMERL 1 Mar, 2020 @ 4:06am 
I more or less can't play without this mod xD it's that essential for me hope to see an 1.1 update
Ralathar44 29 Feb, 2020 @ 8:30pm 
Love the mod, eagerly waiting a 1.1 update.
Tyrael 28 Feb, 2020 @ 9:08am 
nice mod! w8 for update!
Tyler 26 Feb, 2020 @ 2:34am 
Please update to 1.1
legoholic 24 Feb, 2020 @ 4:58pm 
Any plans for this mod to be updated to v1.1?
War Daddy 2 Feb, 2020 @ 2:11pm 
I believe its the same for me too. I first noticed it while testing the new mechanics for rimatomics. @Spdskatr I hope this helps narrow it down for you! Let me know if there's anything I can do to help!
Dahak 2 Feb, 2020 @ 8:03am 
Same problem, but mine is showing the number of times researched even though I am nowhere near the pre-requisites for the repeatable tech. Disabling the mod immediately returns my pawns to humans rather than crazy mutant speedsters. Re-enabling means you have to start all the research over though so I will just have to leave it off for now :( For me it started happening after the most recent rimatomics patch. Not sure where the conflict there would be, but it isn't a small, simple mod so I wouldn't know where to start looking!
War Daddy 1 Feb, 2020 @ 10:24pm 
I'm experiencing a similar issue. It seems to be multiple levels of the repeatable tech though. The current research point requirement for the repeatable tech is so long it doesnt show up correctly in the ui. It shows that the tech hasnt been completed at all, but on my pawns stats they have over a 1000% boost to global work speed. There is a screenshot for reference. It says 0 times researched but there is a 187 after that which im assuming is how many times it thinks its been completed. I'm not complaining, but it is a little broken.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1986329391
GHXX 23 Jan, 2020 @ 11:29am 
@Reokun, i'd like it if you could send me a world and a mod order (preferably just this mod, TA and Core) which produces the error. Then i could track it down and fix it. I am unable to reproduce it as of now.
imnam401 23 Jan, 2020 @ 5:13am 
In my case, tech advancing causes the problem. probably due to recent update
Reokun 22 Jan, 2020 @ 10:55am 
So i have this bug that when i research ANY tech , it gives me a free research for the repeatable production , which means that with over 250 researchs , my pawns are just wayyy too op with their +250% speed and production
That One Strange Fellow 21 Jan, 2020 @ 4:14am 
I may have overflowed the research tech with Rim of Madness. I haven't done any research for this mod, but I have done the repeatable tech for Deities in Rim of Darkness to completion. It appears the the Factor From Research overflowed to give x-2147483648% modifier to Move Speed and Global Work Speed, which results in stupidly fast moving pawns (typically which I reach with full Archotech limbs) that complete tasks instantly. I think this has to do with some incompatibility regarding repeatable technologies although I don't know how to confirm.
123nick 12 Jan, 2020 @ 6:16am 
hey, how do you deal with item truncation? for example, with mining i thought the game code would be wise enough too just put the extra tiems in a seperate stack when mining ore. and i dont really wanna increase the stack limit since that would make storage too easy. im not using this mod particularly but its hard too find info for how vanilla does stack truncations and how too fix it, so, do you know why putting this mod higher in your list fixes it?
Mike 1 Sep, 2019 @ 5:57pm 
PART 3 of 3

The tech cost however should be a bit steep, requiring nutrient synthesis as a prerequisite. Nutrient bars being another 1000 points, followed by (and this just came to me as I wrote out the bit about wrapping the bar) a 800 point tech reffered to as "Survival nutrient Bar" Which would allow for a new set of recipes all of which are identical to the previous recipes in resource cost, however they would require a cooking skill of 10. The outcome being a nutrient bar that is packaged and will not expire, allowing for a long range travel ration.

I'd try it myself but I have zero modding knowledge.
Mike 1 Sep, 2019 @ 5:57pm 
PART 2 of 3

Perhaps costing x1 paste x2 or x3 chocolate per nutrient bar. Meaning that bulk crafting would cost potentially x5 paste,x10(or15) chocolate for 5 bars in one craft to x10 paste and x20(or30) chocolate bars for an outcome of 10 nutrient bars. Perhaps with a simple low cooking skill of 6 or 8 required. As the mixing vat is doing most of the work and all the pawn is really doing is wrapping the bars.
Mike 1 Sep, 2019 @ 5:56pm 
I have a suggestion but it's too long so I'll be posting it in 3 parts.

PART 1 OF 3

I have a suggestion. Something for larger colonies that may need nutrient paste. Image combining nutrient paste and chocolate in a chemical vat. Melting them down and blending them into a green hued nutrient rich chocolate bar. The resulting food item being crafted in 3 options x1 x5 x10. While giving the amount of nutrients that paste would give, while giving HALF of the joy bonus of chocolate as it is a weaker tasting chocolate, but still chocolatey.
Mistletoe The Bard 25 Aug, 2019 @ 5:10am 
I suggest anyone who play with tools, or body upgrade mods, or research boosting mods not to use this mods together. As this mods becomes too op combined with research boosting mods. And defeat the purpose of upgrading tools or body parts, since stats is just better. You better spend time on researching stats than trying to get a bionic arms everytime you recruit.
Mistletoe The Bard 25 Aug, 2019 @ 5:08am 
This mod is def op in some way... especially with the movement speed upgrade. I have this mod combine with apparel mods that gives movement speed. My colonist now runs faster than horses from the horse mods. Lmao... no point to ride a horse anymore. My horses are only for hauler in my base. Colonist has 8.68/s movement speeds. LOL
ROBOCOP 17 Aug, 2019 @ 12:03pm 
I put this mod fifth on top and everything became normal)
ROBOCOP 17 Aug, 2019 @ 9:37am 
[SS Researchable Stat Upgrades] Patch operation Verse.PatchOperationReplace(/Defs/StatDef[defName="AnimalGatherYield"]/maxValue) failed
file: C:\GAMES\RimWorld.v1.0.2282\Mods\936594912\Patches\Patches_Building_Animals.xml
[SS Researchable Stat Upgrades] Patch operation Verse.PatchOperationReplace(/Defs/StatDef[defName = "MiningYield"]/maxValue) failed
file: C:\GAMES\RimWorld.v1.0.2282\Mods\936594912\Patches\Patches_Mining.xml
can you fix it?
Ridesdragons 12 Aug, 2019 @ 2:49am 
it should also be noted that some mods already check for existing parts, such as armor core. this mod, however, is old, hasn't updated in almost a year, and likely predates the prevalent usage of xpath conditional adds. in these cases, switching the load order around is a better idea. make this mod load before whatever other mod checks for existing parts.
Ridesdragons 12 Aug, 2019 @ 2:45am 
@johnnyShow this is caused by having 2 mods that both add a "parts" field. in fact, just got this myself, and also solved it - in my case, it's because of Armor Core. there are a couple of ways to fix this: 1. make one mod xpath to the parts section instead of just the combat section, and put it lower than the other mod. 2. copy the xpathing contents from one mod to the other mod, and delete it from the original. 3. do some xpathing conditional magic and make both mods check to see if the field exists or not before adding in the field.

in the end, this is caused by a mod incompatibility, and not caused by this mod in particular. either a compatibility patch will need to be made, or you'll just have to fix it yourself.
JohnnyShow 16 Jul, 2019 @ 5:32pm 
Hi! you mod is nice but in got a error XML RimWorld.StatDef defines the same field twice: parts. any news?
solcrux 11 Jul, 2019 @ 6:00pm 
maybe add mining and harvesting yield increase?
adalast 17 Jun, 2019 @ 3:17pm 
@Spdskatr I absolutely love this mod, but it seems to conflict with Harvest Yield Patch. The two feel like they should play well together and synergize, but I think this one overwrites the yield patching in some way and breaks it :(
KPLoopy 16 Jun, 2019 @ 3:54pm 
Is this multiplayer friendly?
bl1tz3n 12 Jun, 2019 @ 8:53pm 
I notice that this mod does affect a couple of combat mechanics. Is it safe to use with Combat Extended?
kagypoo 11 Jun, 2019 @ 7:47pm 
Could be mistaken, since I haven't played Rimworld for awhile, but didn't this also include research for increased stack sizes during beta?
CaptainSnafu 7 May, 2019 @ 6:57pm 
can anyone make a fixed update submod please ?
ChildofGaia 22 Apr, 2019 @ 11:28pm 
It'd be nice if you could add a way for this research to be repeatable.
xjoshs1981x 15 Apr, 2019 @ 5:40pm 
Is it safe to use Do0m[y]'s solution without causing any other problems?
xjoshs1981x 15 Apr, 2019 @ 5:36pm 
roolo I don't how to do what you suggest is that something I should be able to do myself or is that comment directed specifically to the mod author?