RimWorld

RimWorld

2,404 ratings
Research Reinvented
48
39
12
6
25
18
7
7
7
9
2
7
7
4
2
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.530 MB
27 Sep, 2022 @ 8:25am
11 Jul @ 8:12am
67 Change Notes ( view )

Subscribe to download
Research Reinvented

Description
Consider inventing the humble mini-turret.

In vanilla Rimworld, the process is:
  • A colonist sits in front of a research table and stares at it for five weeks.

With Research Reinvented, the process can include any of the following:
  • Reverse engineer existing commandeered turrets.
  • See what you can learn from that ancient broken down security turret.
  • Analyse raw materials for their durability as turret armor.
  • Experiment with steel to figure out efficient barrel replacements.
  • Test out what modifications to the standard machine pistol or autopistol design might make for the best turret weapon.
  • Construct a prototype turret, even if it takes longer and the end product might need some fixing up right away.
  • Ask allies to provide some of their expertise, or demand that information from your prisoners.
  • Brainstorm solutions during social encounters between your colonists.

Taking advantage of such research opportunities can significantly accelerate your research progress. However, if none are available, the fallback Theory research functions like vanilla research, with only a small speed reduction (which can be configured in the settings).

Known issues
None so far. New version on an unstable branch, so something ought to come up pretty quick.

Frequently asked questions
  • Can this be added to an existing save?
    Yes.
  • Can this be removed from an existing save?
    Other than the usual one-time errors, probably yes.
  • Does this work with mod X?
    Research opportunities are generated dynamically, based on the unlocks of the research projects in your game.
    Most mods are supported right away, out of the box.
    There may be some exceptions for mods that introduce custom research systems. This does not include mods that simply add or remove research projects or alter how the research tree is displayed.
  • Does this work with CE, ResearchPal, Semi Random Research, Dubs' Mint Menus, etc.
    Yes. See above.
  • Does this work with Multiplayer?
    Have not tried myself, but WIbigdog reports it works with no issues.

Consider also using the companion mod, Research Reinvented: Stepping Stones
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868389782

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

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 (25)
159
31 Oct, 2024 @ 2:45am
PINNED: Rimworld 1.4 Bug reports
PeteTimesSix
34
24 Dec, 2022 @ 10:17am
PINNED: Rimworld 1.3 Bug reports
PeteTimesSix
3
24 Jun @ 10:00am
Either incompatible with something, or broken
The Viral Divinity
1,080 Comments
SghHanzMullerSW 21 hours ago 
is it compable whit fluffys reseach mod
gh0stashes 10 Jul @ 6:54pm 
Combined with Semi-Random Research (specifically Ferny's Progression Fork) I seem to be able to research projects I haven't unlocked yet, both regarding techprints and Anomaly projects from entities that I haven't encountered yet. This is on 1.6.
PeteTimesSix  [author] 7 Jul @ 1:15pm 
@Sun-Soaked Target iterations is meant to mitigate that. Set it to 2 and if the category is assigned 100 points then each type of leather will be worth a minimum of 50 points, even if there's dozens to pick from.
Same goes for information exchange - set that to 4 and you'll be able to finish the category by getting information from 4 factions (counting your own). Though Information Exchange is a special case, as the amount of research points per faction opportunity is also affected by that faction's tech level relative to the research.

I've changed how a few things work in my WIP version already, and reworded the settings labels and tool-tips so they're hopefully be a bit clearer going forward.
The release is pending the DLC drop at this point, as I've also reworked how alternates work so I want to look through Oddysey's defs first to see what I can map to what with my shiny new dev tool for alternate mapping.
Sun-Soaked 7 Jul @ 12:16pm 
similar issue with material analysis- having like 500 types of modded leather means anything that trips fabrics ends up split to hell, with every item capped at like 9 research points, defeating the point of scrounging up the items

For information exchange, I can just crank up the static importance to compensate for all the new factions, but since materials are so inconsistent between projects, I could end up with one research with 500 mats worth 100 each and another with 2 mats each worth a gazillion points

I feel like there should be some option to collapse some of the crowded options into categories instead, like

"material research: leather" instead of 500 different leather s
Sun-Soaked 7 Jul @ 3:52am 
Is there something I can do to counteract the effects of having lots of mods on Information Exchange?

Having 50 random "angry bandit" factions means the factions I can actually talk to (and my own faction conversation) make only a tiny pittance of research points
Futstub 6 Jul @ 12:32am 
I love you so much for updating this before the official 1.6 release. <3
Drunken Eagle 3 Jul @ 11:11am 
Weird question, but I started my colony with a book that gives out constant research points for one specific research node while colonists read it. This is not schematics and totally indented, right?
Crippled-Knight 1 Jul @ 3:59pm 
ok, thanks for confirmation, great work anyway and this bug is totally managable when you realize what causes it so don't worry
PeteTimesSix  [author] 1 Jul @ 6:00am 
@Crippled-Knight its an old bug that made me burn out last time I tried to fix it, so I've kind of given up on it. There's a toggle in the mod settings to disable the system responsible, and it should default to enabled from 1.6 on.
Crippled-Knight 1 Jul @ 5:36am 
Looks like an old bug came back that makes random bills disappear whenever research finishes (not sure that this mod is causing this, but read somewhere that it had this issue in the past)