RimWorld

RimWorld

Research Reinvented
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Update: 27 Jul, 2023 @ 1:52pm

[Auto-generated text]: Update on 7/27/2023 10:52:11 PM.
* Slightly safer adjacency finder.

Update: 19 Jul, 2023 @ 2:51pm

[Auto-generated text]: Update on 7/19/2023 11:51:25 PM.

Update: 19 Jul, 2023 @ 10:45am

[Auto-generated text]: Update on 7/19/2023 7:45:33 PM.
* Fix towards category total progress readouts always reading zero
* Clear out invalid opportunites on save/load

Update: 18 Jul, 2023 @ 12:16pm

[Auto-generated text]: Update on 7/18/2023 9:16:17 PM.

* Further optimizations
* Internal fixes to opportunity detection should clear up prototype related issues
* Comms consoles other than the vanilla one should now get picked up
If you had issues and they persist (even after unsubscribing/resubscribing on the workshop or fully deleting and redownloading the mod through steam cmd), please report so!

Update: 17 Jul, 2023 @ 11:42am

[Auto-generated text]: Update on 7/17/2023 8:41:56 PM.

Update: 17 Jul, 2023 @ 9:44am

[Auto-generated text]: Update on 7/17/2023 6:44:27 PM.
* Removed several uses of LINQ to hopefully increase performance
* Toils_Recipe_DoRecipeWork patch changed to precache lookups and only apply on prototype recipes
* Massively increased XP gain across the board

Update: 16 Jul, 2023 @ 4:02pm

[Auto-generated text]: Update on 7/17/2023 1:01:59 AM.

* Prototypes now get the correct multiplied amount of work done.

Update: 16 Jul, 2023 @ 3:28pm

[Auto-generated text]: Update on 7/17/2023 12:28:03 AM.

* Fixed some opportunity generation math regarding multiple infinite overflow categories.

Update: 16 Jul, 2023 @ 11:28am

[Auto-generated text]: Update on 7/16/2023 8:28:03 PM.

* Small fix for Clinical category (different defName in existing settings needs to be accounted for)

Update: 16 Jul, 2023 @ 8:40am

[Auto-generated text]: Update on 7/16/2023 5:40:18 PM.

Settings
* Added a new tab that lists active mod compatability patches and relevant options
* Reworked math to be hopefully easier to understand and more reasonable with edge cases
* Readjusted presets to match
* Due to other changes, set reverse engineering in all presets to contribute significantly less to overall research cost, effectively making it free extra points

General
* Player will now be alerted when specific categories become available (prototyping, mostly)
* Better explanations on categories and specific opportunities in hover tooltips.
* Toolip icons.
* Many opportunities will now properly have an icon matching the subject and open its info tab when clicked where it was previously missing.

Prototyping
* Prototypes in progress will now be cancelled when changing research
* Finished prototypes can no longer be used for reverse engineering

Medical
* Experimental surgeries can now be attempted
* Drug trials can now be attempted, either to patients or the researcher themselves
* Medicine efficacy trials will generate research when medicine is used during surgeries or tending wounds

Tooling
* Tooling tests now generate research progress as the associated crafting bench is used.

Gastronomy
* Meals now produce research progress only when eaten
* Edible food ingredients also produce research progress when eaten, but can still be analysed at a research bench

Social
* Members of your faction will now sometimes brainstorm solutions together during social interactions
* Members of other factions might do the same assuming a mod that allows inter-faction interactions is in play
* Prisoners can be interrogated with a new prisoner interaction mode to spill their faction's knowledge on the current project. Their mood affects the results.
* Neutral factions can be contacted with a comms console to provide a short lesson for a small goodwill cost
* Allied factions will provide this service for free, and as such your faction members will perform this action automatically

Mod compat
* Dubs Mint Menus support for experimental surgeries
* Research Data support. Applies to all research bench-based research by default. Can be set to only require Research Data "fuel" for theory research.
* For modders: added a blacklist DefModExtension to exclude specific defs from opportunity generation. As an example, removed those silly fake wood types from VEArchitect.