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
2.605 MB
27 Sep, 2022 @ 8:25am
20 Aug @ 8:51am
74 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
2
21 Sep @ 9:59am
1.6 bugs
Vragerr
1,155 Comments
UncleRippu 30 Sep @ 3:26am 
for some odd reason I can't research fishing from the odyssey dlc with this mod enabled. none of the research methods pop up and my pawns can't use the research table, with the option to force research not popping up.
Stevarious 21 Sep @ 8:19am 
I didn't get a chance to try this the other day, but it seems to be working fine with Argonic Core if you load this first.
Balthazad 20 Sep @ 9:32am 
can u make the research kits be displayed on the other bodyside? as of now, they overlap with the tool kits from vanilla apparrel expanded :/
Stevarious 19 Sep @ 12:52pm 
Can confirm the incompatibility with Argonic Core.
- It seems to only apply to buildings, not crafted items.
- The building is not considered a prototype and can be reverse engineered.
- You do get the research points if you *fail* to build the prototype.
PeteTimesSix  [author] 18 Sep @ 8:50am 
@Stevarious The positive feedback is appreciated :) As far as tribals knowing things about spacer tech and such, there already is a soft cap in place that makes opportunities for factions with too much disparity between tech levels give less maximum points (for details see here: https://github.com/PeteTimesSix/ResearchReinvented/blob/ee090a88855be2b90b730c4bbe650d0743e891fd/ResearchReinvented/Source/Managers/OpportunityFactories/OF_Factions.cs#L19 ).
Tracking it on an individual pawn level would be a bit too complex. If you're interested in that sort of thing maybe take a look at Life Lessons?

@Lemniscate_Mike I agree its a bit scuffed but the last time I tried improving that I wrote code for three weeks, then threw it away and ended up doing godot game jams for a year, so...

@Noxilie I'll look into it.

@joe2_4 Yup.
joe2_4 17 Sep @ 1:12pm 
can biocoded weapons still be reverse engineered?
Noxilie 15 Sep @ 8:49pm 
RR: Frame_CompleteConstruction_Patches - TranspilerSpawn - failed to apply patch (instructions not found, stage 1)

Hello, there is a minor incompatibility (building a prototype gives no research points) with the Argonic Core and probably with any other mod which is trying to add instructions after the GenSpawn.Spawn

Maybe you should remove the last match instruction "new CodeMatch(OpCodes.Pop)" from the spawn_instructions in the Frame_CompleteConstruction_Patches.cs on line #108
Lemniscate_Mike 15 Sep @ 5:39pm 
I'm running into a problem whereby if I'm able to prototype something on my current research but then switch to a different one, the prototypes don't show anymore.
Stevarious 15 Sep @ 7:22am 
Echoing RomainG - it is not ideal that I can interrogate these tribal cannibals for info about Advanced Gravtech, but I have no idea how hard a limitation like that would be to actually implement. If you could do it, it would also put another layer on finding Ancient Spacers in cryptocaskets. Do I let them walk off the map? He might know a lot about my current research!

And then that leans into having different individual pawns that you capture having more or less knowledge on specific subjects, based on tech level, Intellectual skill, and background... but I feel like I'm in a whole other mod territory now.
Stevarious 15 Sep @ 7:13am 
Before: "Ho hum the raiders dropped a Poor quality revolver. Garbage."
Now: "Oooh, a Poor quality revolver! I can reverse engineer this garbage for extra points towards Gunsmithing!"

Before: "Oh, I JUST figured out how to make marine armor. Better start churning out Masterwork Marine Armor with my level 20 crafter who has never made or even seen marine armor before!"
Now: "I really want Marine Armor, but I definitely don't have the plasteel to spend on the necessary prototypes AND build good armor once I'm done researching. Do I hold off and hope for a set to drop that I can reverse engineer, or make do with the Poor quality prototypes until I can mine more plasteel?"

I really love this mod, especially since I've set it up that researching things is impossible without reverse engineering or prototyping. I think *requiring* reverse engineering would make for a very interesting challenge run, too - especially starting with tribals! I think I'll do that next.