RimWorld

RimWorld

677 ratings
Research Reinvented: Stepping Stones
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Mod, 1.3, 1.4, 1.5, 1.6
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1.435 MB
27 Sep, 2022 @ 8:19am
18 Jul @ 3:15am
29 Change Notes ( view )

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Research Reinvented: Stepping Stones

Description
A companion mod for Research Reinvented that modifies the vanilla research tree to one with a more discreet, logical progression.

Research Reinvented is recommended, but not required.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868392160

You can see the new tech tree in the images above.
In text form, the full list of changes would be too long, so here's some highlights!
  • Electricity project is now split into Heating elements, Dynamos, Electricity (basics) and Circuitry.
  • A set of semi-auto generated early techs that will start out unlocked, unless you get a no tech start mod.
  • Every vanilla technology now has one or more logical precursor(s). No more orphan techs.
  • Some techs are earlier in the tree, some later, as befitting the difficulty of the science involved.
  • Techs later in the tech tree now have higher tech levels. Nothing Industrial about Archogenetics here.
  • Many techs now require specific other techs, instead of branching directly off Electricity, Microelectronics, Multi-Analyzer or Fabrication.
  • Organ and limb implantation surgeries are now gated behind some early medical technologies, because being able to perform a heart transplant without any research whatsoever is a bit goofy. This one is a bit controversial, so there is an option in the settings to disable it.

Non-steam version and old releases can be found here.
https://github.com/PeteTimesSix/ResearchReinvented_SteppingStones

If you want to express gratitude, support me or attempt to convert money into motivation, you can do so here: ko-fi.com/petetimessix

I've set up a Discord server[discord.gg], which is the preferred medium for discussion and bug reports.
Popular Discussions View All (4)
5
16 Jun @ 2:47pm
Rimworld 1.5 Bug reports
Just
19
15 Nov, 2024 @ 9:45am
PINNED: Rimworld 1.4 Bug reports
PeteTimesSix
2
27 Jul, 2023 @ 6:56pm
What's the difference between this mod and ResearchPowl?
l.lampenoir
269 Comments
LordBeef21 18 Jul @ 7:49pm 
I'm creating patches to increase the fluidity and cohesiveness of using this with other mods.

The first patch included in the mod is for Progression: Core, (safely) yeeting away an unused research.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3529151742
Fabian 18 Jul @ 7:40am 
Gotta love it. Thank you for the hard work!
Woodsaber 18 Jul @ 4:28am 
Pete the work you and Ferny are doing are so impactful, and now we can use both the mods together!
This mod has a brilliant industrial tech pacing and would pair so well with the Progression mods focusing on more neolithic. Thanks for the update!
PeteTimesSix  [author] 18 Jul @ 3:17am 
I've added a small patch to make the mod function with Progression: Core. Not perfectly, but its a start. While doing so I've noticed Progression: Core actually has a patch for Stepping Stones on its side, but it's currently disabled, so I'll be talking to people about what that's about.
LordBeef21 17 Jul @ 5:50pm 
Pete you're my hero
moo 17 Jul @ 4:41pm 
yay!
PeteTimesSix  [author] 17 Jul @ 1:37pm 
Okay I've fixed the errors with Progression: Agriculture, and its VEF:Tribals patch because of course Tribals was involved somehow.
PeteTimesSix  [author] 17 Jul @ 7:50am 
@moo @LordBeef21
I've loaded it up and while there are some errors in the log, they are harmless in this case. I'll have a think about how I could maybe handle it, but ultimately removing defs from the base game is a naughty thing to do for a mod.
LordBeef21 16 Jul @ 3:47pm 
I would also love a Progression: Agriculture patch so that this would ignore the researches which unlock plantables.
Teiya, the Blue Dragon 16 Jul @ 10:46am 
Yup, seems to work now. Thank you!