RimWorld

RimWorld

Research Whatever
223 Comments
avil  [author] 22 Aug @ 7:20am 
There's a way to add research to low priority or ignore in mod's xml files. No in-game way though.
Anker 22 Aug @ 3:00am 
Doesn't look like you can, sadly.
Anker 22 Aug @ 2:56am 
There are mods that add research I'd prefer to blacklist from being Whatever'd, since they loop infinitely. Lets see if I can do that...
Nimn 18 Aug @ 4:22pm 
Minor incompatibility with rim effect. It doesn't auto research from the tree, otherwise i can still manually do it and everything else works.
SlowPokeDerp 22 Jul @ 9:52am 
EDIT: Disregard my previous comment i am dumb i didnt do the quest
VALT13L 22 Jul @ 2:22am 
ah thank god, i didnt see that in settings. my bad :)
avil  [author] 22 Jul @ 2:17am 
You can just toggle it off? It saves between reloads.
VALT13L 22 Jul @ 2:15am 
can you default the Research whatever to OFF please? or give us the option to do that? i have hyper fast research and i physically cannot actually play with it on because the FFFF******ING popup comes too fast and cant shut it off or make it go away.
Tablorn 21 Jul @ 4:33pm 
deleting the mod folder and having them all redownload worked! thank you!
avil  [author] 21 Jul @ 2:02am 
Only reliable way is to unsubscribe, close steam, delete mod folder, start steam, subscribe. But people say that checking integrity also helps.
Tablorn 20 Jul @ 6:05pm 
i seem to be coming into a problem. i love your mod, and have used it for years, here it is showing as updated to 1.6, but when i go in game it tells me its still in 1.5. ive unsubscribed and resubscribed, and restarted rim world. it still shows as 1.5. any ideas how to force it to update?
SlowPokeDerp 19 Jul @ 7:31am 
Unable to research Gravtechs i.e.ResearchTree (forked) + RW enabled/disabled + research selected/un-selected = X
Regardless of load order
SteelRain 14 Jul @ 5:18pm 
oh i think i fixed it. not sure what happened. I think it was rocketman mod which is an optimizer.
avil  [author] 14 Jul @ 5:16pm 
Could be research benches mod, they probably aren't inherited from vanilla benches, so my mod doesn't recognize them.
SteelRain 14 Jul @ 5:15pm 
i have research tree, research reinvented, small simple research bench, and small hi-tech research bench. wasn't sure if any of those are screwing with it. My pawns are not choosing their research at all even though its active, I have to manually choose each time.
avil  [author] 14 Jul @ 5:08pm 
Or rather what there could a compatability issue with. Aka do you have mods that change research?
avil  [author] 14 Jul @ 5:06pm 
Do you have any reason to think there should be a compatability issue?
SteelRain 14 Jul @ 5:05pm 
i am also playing on 1.5 till mods are updated. So not sure what is going on.
avil  [author] 14 Jul @ 5:03pm 
No.
SteelRain 14 Jul @ 5:02pm 
is there is compatibility list for this mod? For some reason this mod isn't working for me, I have it enabled on the workbench but the pawns are not selecting anything to research.
Guineatown20806 13 Jul @ 6:47am 
They do, but it only allows you to research the avalible random projects. (After every research you get a choice of "Config based research projects" by default 3. You can only research one of those and it makes the others unavalible until they show up as a choice again.)
avil  [author] 13 Jul @ 6:26am 
Idk. I think it should work if they used the same vanilla research base.
Guineatown20806 13 Jul @ 4:29am 
How would this work with Progression: semi random research? Compatible?
avil  [author] 11 Jul @ 1:59pm 
Can't confirm. Might be DLC thing, didn't verify for space ship yet.
Raysør 11 Jul @ 1:44pm 
Hey, really like that mod! However when I use it, no colonist will ever research, even if I disable the Research Whatever, I can't use the mod for now in 1.6.
SpaceMage 29 Jun @ 6:24am 
any alternative for this mod ?
Guldflips 27 Jun @ 7:35am 
For some reason the button does not appear, are there any known incompatibilities?
Jasun 23 Jun @ 4:35pm 
Hello! Is there anyway you would update this for the unstable 1.6? I know a lot of mod authors are waiting to for full release to update
Sylvoute 10 Jun @ 3:07am 
Thanks a lot !
avil  [author] 10 Jun @ 1:53am 
Yes, right-click on gizmo icon, there shoudl be options. Although if you use some research tree related mods, it might not work (because thet create their own popups).
Sylvoute 9 Jun @ 7:26am 
Thanks for this mod !
Is there a way to disable pop ups on ending research ?
avil  [author] 3 May @ 10:10pm 
I mean, there's a high effort way. Through xml files. You can check how it's done in the mod files.
avil  [author] 3 May @ 10:05pm 
Not really. The mod exists to be lazy, and caring for what to pick isn't part of it.
Local Snorlax 1 May @ 4:40pm 
is there a way to blacklist research? For example, Colonists' Deco has a research that I find is just annoying and a downside, but I like the rest of it.
Buru 13 Oct, 2024 @ 6:12am 
First of all, thanks for this mod, its great and i use it every playthrough.
I see @StimTheOne already pointed it out, nociosphere after finishing anomaly research still gets cancelled, even though other obelisks don't. I'd rather not modify my modlist mid playthrough but i guess i have to, nociosphere is quite the threat !
I understand this is a pretty niche problem, just bumping up this mod comment section, because i believe it is a problem that needs fixing !
avil  [author] 1 Sep, 2024 @ 11:08am 
There is non-ingame way. I've supported a way to mark certain options to be low priority or ignored via xml (example is there too). I didn't do it for research menu because people that usually use tech mods never use default research screen anyway...
tri_idias 1 Sep, 2024 @ 8:07am 
Is there some way to say prevent a certain item from automatically getting selected? There're few new mods out there are using research as a story.
avil  [author] 24 Aug, 2024 @ 7:41am 
Alright, thanks for the report, I should fix that one.
Stim The One 24 Aug, 2024 @ 7:25am 
And in case one thinks this is vanilla behavior, I specifically removed only this mod from my game and then... it continues to study it as it should.

And it happens only for the evil sphere. For the obelisks and the rest, it first gets all the logs THEN turns it off. Which was quite handy, let me tell you. I assume it might let me do that if I let it be free, but don't want to risk anything setting it off... and won't throw away the harvest of bioferrite
Stim The One 24 Aug, 2024 @ 7:22am 
Correct. Nothing left to research in anomaly tech so it's automatically stopping the study even though there's more logs.

Here's a screenshot:
https://imgur.com/a/X0rBAIU
avil  [author] 24 Aug, 2024 @ 7:08am 
Do I understand it properly?
- you have an evil sphere;
- it's not completely observed to be able to turn it off;
- mod disables observation even though it's not completely observed.
If so, it's a bug.
I've tried to cover anomalies in a way so only fully observed anomalies don't require any further research, but many of them have unique mechanics for observation, so I could miss something.
Stim The One 24 Aug, 2024 @ 7:01am 
I have a very specific problem stemming from use of this mod. Up until now it has been glorious so you have no complaints from me. It even halts study of entities when you're done with the research.

HOWEVER, that last bit has a particular problem. The Nociosphere study can't be advanced when one has researched everything anomaly-wise. It just shifts it to maintain only while I have zero progress. Which means you can't find a way to get rid of it. Considering the time bomb it is... problem. For now I'll run without it but this might need addressing.
Uncovered_Jager 22 Aug, 2024 @ 7:29pm 
Will do
avil  [author] 22 Aug, 2024 @ 1:01pm 
Worst that can happen is pawns will start researching stuff that they're not supposed to be able. Test it and tell us.
Uncovered_Jager 22 Aug, 2024 @ 12:59pm 
Does this work with life lessons? Because pawns may not be able to do the cheapest research if they lack the skills
Askesis 22 Aug, 2024 @ 1:41am 
I have already haha. It's not just that mod, there are a couple of different research type mods that make you fetch techprints before you can unlock research. It's not a huge thing, it was just a suggestion, thank you for replying :-)
avil  [author] 21 Aug, 2024 @ 3:03pm 
That's oddly specific for a specific mod. Maybe coin that idea at the mod page that makes it a problem?
Askesis 21 Aug, 2024 @ 2:57pm 
Would it be possible to add a function to automatically apply tech prints in storage if there are any? It would be very handy with mods that add lots of tech prints (like Configurable Techprints).
avil  [author] 5 Aug, 2024 @ 12:13pm 
Yep, it's only notifications. Mod doesn't really take into account that you for some reason gonna make dozens of research stations, otherwise it's not a big deal.
JazzimoX 5 Aug, 2024 @ 12:12pm 
... or is the 'Default' right click only talking about notification options?