RimWorld

RimWorld

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Research Reinvented
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.603 MB
27 Sep, 2022 @ 8:25am
15 Aug @ 12:00pm
73 Change Notes ( view )

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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).

Usage instructions:
  • Most research is still automatic. Your colonists will figure it out.
  • Prototyping requires you to designate prototype constructions and/or bills, the same way you designate ordinary ones.
  • Interrogating prisoners must be enabled in their prisoner tab. Enable Knowledge Extraction.
  • Information exchange with neutral parties requires spending goodwill at a Comms console. Once you're allied it is free, and colonists will do it automatically.
  • Tooling research progress is generated by doing any work at the given workbench.

Simple research kits are made at the crafting spot/tailoring bench. More advanced kits are made at the fabrication bench.

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://gtm.steamproxy.vip/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 (27)
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
1,143 Comments
RomainG 17 Aug @ 1:59pm 
I think it would also be nice to have an option where you can't learn knowledge from a prisoner whose faction's tech leve is lower than the research tech level ;)
RomainG 17 Aug @ 1:52pm 
Hey @PeteTimesSix, thank you for your incredible mod !! I thought it would be very nice if prisoners had the "knowledge extraction" on by default, it would help quite a lot more than otherwise having to manually turn them all on
♥ hazelnot ♥ 15 Aug @ 3:08pm 
Thank you so much for the LL patch!
MurMax 14 Aug @ 2:41am 
Life Lessons broken by latest patch - I confirm.
♥ hazelnot ♥ 12 Aug @ 3:42pm 
The new patch broke compatibility with Life Lessons
PeteTimesSix  [author] 12 Aug @ 11:05am 
@Vinny_Vex @Aarmik @Pats Should be fixed.
@GetUrAssToMars I've fixed a few cases of that in the most recent few patches to Stepping Stones, so make sure you have those.
MAYPLE 10 Aug @ 6:06am 
Hang on, you're telling me I can actually have a use for the prisoners I've taken from the Empire (Rim War + Empire 1_6 playthrough, at war with the empire)?! You mean I can do a proper "tell me what you know" scene?! Prototypes?! Why am I only just now realizing that I need this...?
Sisyphus 8 Aug @ 10:57pm 
What are surgeries locked behind?
Vinny_Vex 6 Aug @ 3:57pm 
@Armik, I just had the same problem. Got a Pawn stuck on trying to analyze terrain. My pawn was trying to analyze mud and was stuck.
Aarmik 6 Aug @ 4:30am 
There seems to be an issue with analyzing terrain that is beneath bridges and foundations. I was doing the research on the mines tech from the Mines mod and my researchers were trying to analyze marsh terrain that was beneath a bridge which caused them to get locked in standing and getting lots of red errors.