RimWorld

RimWorld

[Abandoned] Science Never Stops (Research Only)
59 Comments
NutsAndBees 21 Jun, 2020 @ 3:24am 
Was specifically looking for a mod that adds some way to make researchers still have work even after we've researched everything... glad to see it exists! Thanks for keeping it updated and with 1.0 compatibility!
Ben2069 16 Mar, 2020 @ 7:20am 
This item shows up in a strange way in the reseach tree. (kind of loops backwards)

https://www.dropbox.com/s/8p9lxjextb2ccrk/Research_rim.jpg?dl=0
Living Joker 15 Mar, 2020 @ 4:23pm 
Until/unless researchable stat upgrades gets updated, this is the only way to reliably train intellectual even if it's without any other purpose.
AirDoc 11 Mar, 2020 @ 1:39pm 
Thanks for updating! As other people have mentioned, training up for drug production or mortar accuracy (with the respective mod) is much easier with this mod and is a nice little addition to the game!
Honshitsu  [author] 10 Mar, 2020 @ 7:53pm 
Updated
The Bard of Hearts 10 Mar, 2020 @ 2:26pm 
I still think this mod is great. why WOULDN'T it be needed anymore? 1.1??
Honshitsu  [author] 3 Mar, 2020 @ 2:57am 
I didn't really think anyone wanted this, or that it had any use anymore...
Lazlo 3 Mar, 2020 @ 2:53am 
Any chance of this getting a update? Current modlists at this point in time for 1.0 are dying with all the new changes.
Pazik 10 Oct, 2019 @ 2:51am 
This mod compliments other mods mortal accuracy so well, as intelligence affects mortar accuracy. Also hard drugs and meds require int to craft, I've always wondered how i would train people on int after everything is done. Not that I've ever had a colony last that long
Honshitsu  [author] 16 Aug, 2019 @ 12:52pm 
correct, @ReaperXGen , and that feature wasn't in the game when this mod was made.
ReaperXGen 16 Aug, 2019 @ 5:25am 
I can simply use teach-prof sub-persona core (I don't remember if it's correct name, but you got the idea)
Honshitsu  [author] 15 Aug, 2019 @ 3:03pm 
yes but when I made this mod it was unobtainable unless you used debug cheats
illAligned 15 Aug, 2019 @ 11:10am 
does the infinite research do anything?
ReaperXGen 2 Aug, 2019 @ 10:26am 
what exactly does this mod do?
Yrol Akiyama 24 Feb, 2019 @ 3:18pm 
"Science Never Stops. Why should the research?"
Huh?
Science cannot stop, or start. It is not a process.
Sixixix 19 Nov, 2018 @ 3:24pm 
i got and then my game wouldent get to the menu after turning it on
Honshitsu  [author] 19 Nov, 2018 @ 3:21pm 
it shouldnt? are you sure it's this mod causing your problem?
Sixixix 19 Nov, 2018 @ 3:18pm 
did this break anyone else's game
Honshitsu  [author] 20 Oct, 2018 @ 6:33pm 
Updated to r1.0
Honshitsu  [author] 27 Nov, 2017 @ 3:47am 
Updated to B18

Older versions can be found on the download sites, linked in forum.
Honshitsu  [author] 13 Sep, 2017 @ 2:19am 
this is the research only version...
тетеря, блин 12 Sep, 2017 @ 5:37pm 
Is it possible to make it help player somehow here and there? I mean not actual stuff to build etc, but some +1..5% buffs. Mood, joy, anything.
Honshitsu  [author] 12 Sep, 2017 @ 4:16pm 
Nothing. See the full mod.
тетеря, блин 12 Sep, 2017 @ 7:18am 
what does it give?
Honshitsu  [author] 27 Jun, 2017 @ 7:57pm 
The complete version of the mod has gone through quite a few balance changes since release. If you're interested, you should check it out :D
Honshitsu  [author] 24 Jun, 2017 @ 8:21pm 
woops just accidentally deleted someones comment... RIP
Honshitsu  [author] 23 Jun, 2017 @ 7:11pm 
The full version of Science Never Stops has been released.
Link in the description.
Honshitsu  [author] 23 Jun, 2017 @ 3:58pm 
I'm just putting the finishing touchs on it now
Anvil Pants 23 Jun, 2017 @ 3:48pm 
What if the IRL stuff is stupidly long, but isn't the end of your tree?
Wülf Drago 23 Jun, 2017 @ 1:16pm 
lool XD
Johnny Sunshine 22 Jun, 2017 @ 2:36pm 
wat happens if u finish the research, probably wont happen, but wat if?
Honshitsu  [author] 22 Jun, 2017 @ 8:30am 
There have been some IRL stuff that's been delaying me finishing this...

but its coming :D
https://files.catbox.moe/xcvl14.png
McKinnal 20 Jun, 2017 @ 9:25pm 
ah, ok
Honshitsu  [author] 20 Jun, 2017 @ 9:24pm 
not yet, but... read previous post.
McKinnal 20 Jun, 2017 @ 9:19pm 
so does "beyond our understanding" acually do anything or is it just so you can keep researching?
Honshitsu  [author] 20 Jun, 2017 @ 5:21pm 
A very large update will be released in 2~3 days
is Transendant an actual level already in the game? lol I haven't played recently
Violence Enjoyer 20 Jun, 2017 @ 10:41am 
The project level should be "Transendant"
Spdskatr 20 Jun, 2017 @ 12:06am 
@VoshkaVonBadMeow That's me! :P
VoshkaVonBadMeow 19 Jun, 2017 @ 10:44pm 
Theres already a mod for repeatable research, maybe try talking to him with your ideas
Honshitsu  [author] 19 Jun, 2017 @ 4:45am 
Well, I've finished most of the stuff. I just need to tweak the weapon stats and make the textures. Thanks @Spdskatr for the Infinity tip.

@trmcdougle , that's a bit beyond the scope of what this is. I like the idea of repeatable research that adds passive buffs and whatnot, but that would require C# (infact, with something like that I could streamline Robots++). However, I refuse to write C# code and keep my "mods" strictly to XML definitions that act on existing behavior. Though it would be epic... That kind of stuff is just beyond what my mods are. However, I'm sure there are some C# modders on the forums who would love a crack at it.
Honshitsu  [author] 19 Jun, 2017 @ 3:31am 
@Spdskatr , I'm just a lowely C dev...
"Infinity" wasn't in the floating-point spec I read x.x'
trmcdougle 19 Jun, 2017 @ 2:58am 
Here are a few ideas for repeatable research:-

Raise the trainable intelligence by one notch of one animal species per research (perhaps a random animal so you have to repeat to get the one you want).

Raise the level (of all trainable/usable skills) of all your pawns (and perhaps animals) by 1.

Adds a random passion flame to one/all of your pawns (or perhaps add a RNG number of them).

A matter transmuter (put anything in its hoppers, get chosen raw material out, ratio based on weight/value, keep repeating the research for better and better conversion ratio or reduced power).

Iron Curtain device (ala Command and Conquer:Red Alert) to protect that pawn/animal caught out by arriving raiders/bugs/animal revenge, further research increases duration/reduces power.

Power generation optimization research, each repeat multiplies power generation by a small factor.
Spdskatr 19 Jun, 2017 @ 2:13am 
Oh, also I +1 that guy who suggested a statue of 42.:steamhappy:
Spdskatr 19 Jun, 2017 @ 2:03am 
Just a quick tip

Since research amount is a floating point number, you can actually write <baseCost>Infinity</baseCost> and it sets the research project cost to infinity. Just sayin :P

I thought it was weird too, but hey it worked
Hex: ecute Order 66 19 Jun, 2017 @ 2:02am 
The research should unlock a ridiculously expensive "Living singularity", which will effectively be a terminal for dev mode. However, to actually construct it you would probably need a map filled with ship reactors to power the machine that builds it.
Is that a good idea?
Honshitsu  [author] 18 Jun, 2017 @ 9:28pm 
I'm looking for feedback!

I'll be adding in very advanced technology, and I want to know if it should be at the end of this one giant research that's practically impossible to finish; OR if i should have weaker researches (50k a pop) to unlock the good shit along the way, and just have a joy item at the end of this very long research
Kateful 18 Jun, 2017 @ 9:03pm 
Well, technically you can use this to level up all your colonists on research. I suggest making it repeatable XD
Honshitsu  [author] 18 Jun, 2017 @ 5:02pm 
@EvilMoogle , imagination running wild. I have lots planned. Though it's quite basic stuff; it's very ... endgame.
EvilMoogle 18 Jun, 2017 @ 4:54pm 
Simple suggestion: completing this makes all future research speed increase by 10000%