RimWorld

RimWorld

Research Reinvented
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.
Pats 6 Aug @ 1:23am 
prototypes doesnt work if worldbuilder is loaded before this mod. probably same reason it didnt work with replace stuff
GetUrAssToMars 5 Aug @ 6:08pm 
Also, absolutely freaking love this mod. This and stepping stones have made usual game loop so much more interesting.
GetUrAssToMars 5 Aug @ 6:07pm 
https://gist.github.com/HugsLibRecordKeeper/4ced772c54c33fa433f3127520890910

My colony researcher, Murdoc, goes into a catatonic like state when attempting field research for heavy bridges in the glow forest biome. He just ends up standing still for some time till I snap him out of it.
Предплечье 29 Jul @ 11:10pm 
Hello, I do use a lot of mods and some are for research: stepping stones, research tree, research papers, as well as all the mods which add their own stuff to research. Yesterday my game froze when I opened research tree after finishing research, and today it was the same but I've been able to get a log before opening it. After a restart I couldn't open it (probly was loading up and I got there too soon?), after the next restart and waiting for a bit I opened both Vanilla tree and then modded tree

I've been using all this mods for some time now but it's the first I had this problem, so I guess it's something about the amount of completed research? Though I don't see any errors in logs directly about Research tree I will also report it there just in case

https://gist.github.com/HugsLibRecordKeeper/7a84ddeaba6e2f998cd508f1afdd9131
PeteTimesSix  [author] 27 Jul @ 6:16am 
@Turambar Yeah, that works the same as in vanilla. The opportunity is for if you end up with an extra copy of the techprint.
@Kasane Randall Thanks, I'll merge it. Though if it's a thing you'd be up for I do prefer external translations, exactly so that translators can update on their own schedule.
Kasane Randall 27 Jul @ 4:26am 
@PeteTimesSix Hi, I have created a request for changes to the rus translation on GitHub.
Turambar 27 Jul @ 2:25am 
When using a techprint, I don't earn the research points, only the right to research the tech. Is that normal?
PeteTimesSix  [author] 24 Jul @ 2:28pm 
Small update:
* Update compat with Research Data
* Ensure transpilers apply in correct order with ReplaceStuff loaded
* Make prisoner interrogation check for mental breaks
PeteTimesSix  [author] 24 Jul @ 6:39am 
@Jaysburn Going through bug reports before pushing a new version. Could not replicate your gravtech research issue. Can you?
Kateye 23 Jul @ 12:25pm 
Slight incompatibility with Persona Mechanoids 2 ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3522497657 ). When researching technologies from that, it shows an option under Biology to study a Persona Mechanoid, but you can't actually study the pawn that results from gestating a Persona Mechanoid. At a guess, I think they're using a placeholder mechanoid during gestation that transforms into a standard pawn upon completion (since it has a different icon), so this mod is confused about what can be researched.
This isn't a problem unless you're using a configuration that doesn't allow theory research.
PeteTimesSix  [author] 22 Jul @ 11:11am 
Cool, I'll add it to the next patch. Thanks again.
M0rr1s0n 22 Jul @ 11:09am 
@PeteTimesSix: I just tried it with loading RR first and every feature of Replace Stuff is working as intended.
The "ReviveBuilding" transpiler should be the auto-addition of the old bills:
- Destroyed buildings that are auto-rebuilt will remember their settings

and it works as intended, new beds keep their assigned pawns, new workbenches keep all their bills after theyve been rebuilt after destroying them (made my pawns actually shoot all of this to destroy it).

No log errors regarding RR or Replace Stuff while doing so
Denys_World 22 Jul @ 10:55am 
Gonna ask for Life Lessons compatibility...
PeteTimesSix  [author] 22 Jul @ 9:37am 
Oh, and thanks for the detective work.
PeteTimesSix  [author] 22 Jul @ 9:37am 
@M0rr1s0n
Actually, looking at it's GitHub it appears it has two prefixes and a transpiler of its own on it. Its likely the transpiler that RR is colliding with. I can add a loadBefore rule, but before I do could you please confirm that Replace Stuff's transpiler doesnt break that way instead? Going by the code, if that transpiler (named ReviveBuilding, if that helps determine what it's meant to do) is in effect, a completed building should print "Checking {newThing} for revival" in the log.
M0rr1s0n 22 Jul @ 9:04am 
Okay, I think I got it analyzed: the culprit is https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3526354009 (Replace Stuff - Continued), which for me got sorted via Rimsort BEFORE RR. They both patch the function Frame.CompleteConstruction but Replace Stuff does it via Prefix which makes RR fail his transpiler then. Chaning the load order around (Replace Stuff AFTER RR), makes both mods work as far as I have tested it in my setup.
This is my hugslib log: https://gist.github.com/HugsLibRecordKeeper/f1f5272bfcbb72e1d4cb6d3b1c374f5c
M0rr1s0n 21 Jul @ 1:35pm 
Alright, gonna look for this tomorrow, really wanna help to debug this, if I can!
PeteTimesSix  [author] 21 Jul @ 12:44pm 
@M0rr1s0n
If the relevant transpilers fail to apply, that will only produce a warning (because I handle the failure) somewhere during game launch. It won't be throwing errors while prototypes are being built. And there are separate transpilers for failing to finish a construction and actually finishing a construction (different code paths) so its entirely possible for one of them to fail and one to succeed.
Full log would reveal more.
M0rr1s0n 21 Jul @ 12:33pm 
I get the same problem regarding prototypes not contributing to research. Interesting is, that failing prototype buildings contributes as expected. The "prototypes" which don't contribute aren't classified as prototypes and can immediately be reverse engineered. Nothing showing up in the logs unfortunately when building prototypes. Pawns had research and construction enabled.
Aarmik 20 Jul @ 8:33pm 
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Aarmik 20 Jul @ 8:32pm 
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.JobDriver:EndJobWith (Verse.AI.JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Aarmik 20 Jul @ 8:28pm 
Seems like there is an issue with mental breaking prisoners and the interrogate job giver. Specifically the anxious trait from Vanilla Traits Expanded and it's panic attacks cause the job giver to generate a job for the prisoner over and over again which causes the interrogator to get stuck 'standing'.
estrogenesys 20 Jul @ 2:24pm 
@counterpart, the builders have to have the research work type enabled for the prototype to count towards research.
Jaysburn 20 Jul @ 9:52am 
While most of the issues were fixed with that last update, this mod does not appear to be working with Basic Gravtech research.
Grack 19 Jul @ 3:25pm 
mod conflict with Life Lessons
at 1.5 all was good T_T
Ikswotok 19 Jul @ 8:18am 
I have the same Problem as counterpart. Prototyping and Production Experience do not work, and after building said Products or Prototypes no experience is gained. No errors in Log to be found. Tried putting it at the bottom of the list didnt help
DoNeo 19 Jul @ 4:29am 
I hope we will get a nice UI some day, great mod tho!
PeteTimesSix  [author] 18 Jul @ 11:28pm 
@Ambrosia
It works the same as in vanilla Anomaly. Ludeon actually did something sort of interesting with research there for once, so I left it as is :)
Ambrosia 18 Jul @ 9:29pm 
how does this mod work with anomaly's dark research? does it just lump it into the general research tree or is it still a thing that's able to be researched simultaniously?
counterpart 18 Jul @ 4:34pm 
Ah thanks - not sure what I'd be looking for though - not using too many mods currently and I didn't see any errors specifically related to yours.
PeteTimesSix  [author] 18 Jul @ 3:09pm 
@counterpart
It's supposed to, but the transpilers responsible are prone to tripping over other mods patching the same functions. Check your log.
Or your builders just have a terrible Intellectual skill.
counterpart 18 Jul @ 12:24pm 
I've been using it now for a while on 1.6 and I noticed that building prototypes doesn't advance projects. Is that normal?
azrazalea 16 Jul @ 12:37pm 
Good news @PeteTimesSix, the big round of updates from various authors in my mod pack today seem to have fixed whatever was conflicting with this mod in my error. So you can ignore that.
azrazalea 16 Jul @ 12:25pm 
@тетеря, блин I can confirm that up until the crash I listed below Research Papers and Research Reinvented were working together for me and it was quite nice.
PeteTimesSix  [author] 16 Jul @ 12:11pm 
@тетеря, блин
Not confirmed yet, but from a technical standpoint I don't see any reason it wouldn't be. Should be fine, feel free to report any issues you run into.
тетеря, блин 16 Jul @ 11:30am 
do you know if it's compatible?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3492739424

for anyone who is interested in deeping researching mechanics.
Lyren 16 Jul @ 6:37am 
Can confirm the update fixed the research projects the were borked for me. Thank you!
azrazalea 16 Jul @ 12:41am 
Love this mod, unfortunately it looks like I found a bug specifically with the latest update (likely a complex mod interaction). I'm using ferny's progression mod pack for 1.6 and got this log in various forms for hours until I finally tried removing this mod. https://gist.github.com/HugsLibRecordKeeper/ed3da808387fae3ac66cccc8e9c3b9b1

(scroll to bottom). Despite it mentioning the world tech mod, removing that did not fix the issue. It seems like there is a problem generating the starting reading policies?
PeteTimesSix  [author] 15 Jul @ 2:23pm 
@EliseArtemia @Lyren @Grumpy Old Man @blakOrkk
Hey, did you know that RimFridge has a super secret invisible research project used internally for its power factor settings that has itself as its own prerequisite? Because I sure didnt! Because its invisible!
Anyway , that particular case of Shenanigans should now be handled, and the project tree crawler it was exploding should now handle that particular case better, and in case of longer project loops it should now recover from the error more gracefully. See if that helps.
Farbott 15 Jul @ 2:53am 
I swear at some point there was a setting so that ALL research didnt need a pack to do, was that removed or just lost in the update? My pawns still need a kit to analyze even a machining bench with the settings (presumably correctly) checked on