RimWorld

RimWorld

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Researchable Stat Upgrades Rewritten
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Mod, 1.4, 1.5
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14.335 MB
9 Sep, 2021 @ 10:11am
19 Mar, 2024 @ 12:05pm
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Researchable Stat Upgrades Rewritten

In 1 collection by kd8lvt
Kd's Favorite Additions
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Description
Announcement: 1.6 and the future of my projects
As y'all know, I haven't had a ton of time or motivation to work on my mods. Math is a mess of my fixes on top of Duck's old code, RSU:R has always been pretty janky, and No Caves... well NC is fine, actually. No real complaints there.

As of 1.6, I'm dropping active support for my mods.

This is mostly a time thing; life is busy around here, and while I'm at least able to hop on my PC and play games semi-regularly, I just don't have the gusto to dig in to buggy messes like I used to haha.

I give full permission to anyone brave enough to pick up where I left off to do so - in fact, if you need me to explain anything in the code, just poke me on Discord and I'll do my best.

Maybe one day in the future I'll completely rewrite Math from the ground up, but RSU:R is a nightmare to work on, having now gone through four maintainers, by my count. No Caves, at least, should work in any version, regardless of base-game changes, unless Ludeon decide to completely refactor map generation.

Thanks for using my jank all this time, y'all! I appreciate your endless patience with me, and I apologize for not paying it back in the end <3
-Kd

Reupload/Rewrite of SS Researchable Stat Upgrades for 1.4

I'll be maintaining this where I can for as long as I can - AKA as long as I stay interested in RimWorld modding. -kd8lvt

REQUIRES XML EXTENSIONS!

Major Updates for 1.4:
> Initial stages of the rewrite are complete. Will be working more on it in the coming weeks.
> Fixed compatibility with Better Ground Penetrating Scanners!
> Some pretty major (hopefully) performance improvements
> ResearchDependentStatDefs can now handle buildings MUCH easier

Major Updates for 1.3:
> Ideology Slaves do not get Combat-related bonuses
> Mod Config

If you encounter any bugs, please send me your HugsLib log through pastebin/gist/etc, as I can't do anything without it. If you can't get HugsLib to export a log for any reason, the Player.log will also work.

Github Repo: https://github.com/kd8lvt/researchablestatupgrades

Adds stat upgrades that can be researched.

====STATS SHOWCASE====
TIERED
Mining: Improves mining speed. Included Pneumatic Picks research back from Alpha 12 for nostalgia.
Growing: Improves harvest speed and harvest success chance.
Building: Improves construction speed and construct success chance.
Animals: Improves animal gather speed and animal gather chance.
Productivity: Improves move speed and global work speed. Also a repeatable research at the end of the tree
v.1.0
Combat: (courtesy of Swenzi) Improves various stats in combat. (Daniel_USA you were just a bit too late :P)
Medical research: (Courtesy of KingSihv) Improves medical operation speed, quality and success chance.

SINGLE
Nutrient Resynthesis: Nutrient paste dispenser uses 33% less resources. 1000 research points. Also back from Alpha 12
Gun turret cooldown: Gun turrets fire shots in bursts of 4 instead of 3. Also back from Alpha 12
v.1.0
Nutrient flavoring: (name from rageage001) reduces mood debuff of eating mutrient paste meal from -4 to -2.
Psychology: (Courtesy of KingSihv) Prisoner recruit chance increased by 15%
v.2.0
Scanner Efficiency: (Courtesy of KingSihv) long-range mineral scanner takes 50% less time to detect new resource but can appear over wider area
Meat Cut Charts: (Courtesy of KingSihv) more meat yield per animal

FAQ
Does this require a new save/colony/world/game/map/thing/stuff/computer/universe to use? No
Can I suggest something? You see the empty spaces in the research tree? Fill them. (Yes)
I've found a bug, what do I do? Tell me how you got to the bug, post a screenshot, and backup your save file because I might ask for it
Do you have the stats in detail? Get the mod, you don't need to do anything, just enter the research screen. If I put it here it might not be up-to-date
My items keep truncating, and it's really annoying what do I do? Right now the solution is to put Researchable Stat Upgrades higher up in the modlist (Thanks Hinanawi-sama). If that doesnt work join in the bug discussions!

Just a few tips on how to make ideas:
1. Does this really work as a research? Maybe your idea is better to be a special item or a special building, instead of a stat upgrade.
2. Think up of an ideal cost/tech level of your research
3. Think up of a nice name!
4. Where would it go in the research tree?
5. That tree is getting rather full, which means short but sweet researches probably have a higher chance of getting in!
Popular Discussions View All (1)
52
10 Jul @ 4:52pm
PINNED: Bug Reports
kd8lvt
234 Comments
Guilliman 19 Jul @ 2:51am 
fyi everyone: technically still works but causes huge slowdowns in job tick rate. Disabled and my colony went back to a tickrate of 250-300 where with the mod it was constantly around 90-150 tick rate
Morrneyo 14 Jul @ 4:42am 
It's sad to see this mod is no longer maintained. It was one of my favorite mods.
Wrekter 12 Jul @ 1:11pm 
@legoholic that is from vanilla, there's a hard-cap on yields and whatnot. You need a mod like un-limited reborn, to surpass those hard-caps and get over 100%
legoholic 12 Jul @ 12:42pm 
This mod appears to function *partially* in 1.6 as is (tested with no mods except Harmony, HugsLib, and XML Extensions running).

Stat increases such as move speed/work speed do increase, however amounts of food gathered/resources mined/etc can only increase to a certain limit (which I have not been able to determine). For example, increasing mining yield to several hundred times the normal amount only lets you mine a max of 75 steel, no matter how much you repeat the research. Similarly I could only harvest about 20 potatoes from a single plant no matter what.

The mod is still very usable as-is, but I recommend user not research the repeatable techs more than 10x (which is probably excessive anyway).
legoholic 12 Jul @ 12:38pm 
Previous comment deleted as I did some more testing, will re-post above this comment.

Thanks for your work on this mod, I've been using it forever and have considered it a critical part of my gameplay for a long time. Take care!
kd8lvt  [author] 12 Jul @ 12:24pm 
I appreciate you looking into it :cozycrashfish:

Just going to pop this here to try and catch folks who scroll past the description lol:
As the top of the description says, I've dropped modding for the time being. Folks are welcome to pick up where I left off, (all my mods are effectively FOSS) I'll even help explain things in the code if people need. (Though I'd recommend doing a full rewrite of RSU:R from scratch over continuing with whats here; the current codebase has something like 10 years and five different maintainers of cumulative technical debt going on)
However, I personally don't have the time to grind through fixing/rewriting mods that were at best arguably functional in 1.5 :zote:

Good to know RSU:R is at least semi-functional, though. At a guess, maybe there's a more strict cap on harvest yields in 1.6? It might be fixed when paired with another mod, like Un-Limited.
kd8lvt  [author] 3 Jun @ 9:35am 
@Succubus
Sorry for the late reply!
That is a known bug, though the exact cause is proving elusive; especially with how little time I have to work on RSU:R :zote:

It's triggered by doing any other researches, after completing a repeatable research.

In the meantime, you should be able to open your save in a normal text editor and tweak the values in the RepeatableResearch_WorldComp (I think that's the name) to something more sane; just keep in mind that every time you research something it will "complete" the research again, so it'll creep back up if you still have a lot of research to complete.
Alternatively the dev mode variable thing (I forget the name, sorry ;-;) should also provide access to the worldcomp, in the event you use something like RWS Compressor and can't just open the file.
Succubus 24 May @ 10:59am 
for some reason i now have a 9000% harvest yield(after only one of the repeatable research), sounds like this mod is broken for me
kd8lvt  [author] 10 Apr @ 3:24pm 
@Scorpio Awesome, I'll remove it from the dependencies then :)
Scorpio 10 Apr @ 11:11am 
just did and seems to be working without errors