RimWorld

RimWorld

Research Records
74 Comments
RomainG 12 Aug @ 2:50pm 
Any chance for an update to 1.6 ? This is a great mod after all !
Nim 11 Apr @ 1:54am 
This looks like a great lighter weight alternative to Human Resources or Life Lessons.
lol 8 Apr @ 10:57pm 
having alternatives is always good. check out this collection, for example: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2898686097
Ishchyaboi 8 Apr @ 6:48pm 
what's the point of coming to this mod page to update people about other mods?
lol 8 Apr @ 8:54am 
Also, Life Lessons does the same thing, however is a huge overhaul
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2920678419
lol 8 Apr @ 8:53am 
queenelise9830 31 Mar @ 6:20am 
Can we have compatibility for Vanilla Psycasts Expanded's "reverse engineer" psycast(in the technomancer tree) which grants research by scanning objects unlocked by that research? And also for syncing pawns' knowledge with the Puppeteer addon. Really want to try this out at a later time, but those mods are in *every single* game I do.
queenelise9830 31 Mar @ 6:02am 
How is this not getting more attention??? Would be an instant subscribe for me if it wasn’t for the likelihood of issues mentioned in description.
The Bard of Hearts 28 Mar @ 8:24am 
Ok. After a quick look-see. I have "Research Tree (Continued)" which is the one I tried mentioning a second ago. Then I have 'Tech Advancing" which attempts to assess how much tech the colony has and adjusts what tech-level the colony is considered to be. Which, now that I think on it, may be the culprit.
The Bard of Hearts 28 Mar @ 8:12am 
Thanks for the response. I have various mods that add some research nodes. I have something that changes how the research tab is displayed (Research Pal? or something like that, I'd have to look). But nothing that changes how research is accomplished or its basic mechanics.
Aos Si  [author] 28 Mar @ 5:20am 
@ The Bard of Hearts
Writing books and researching is done via bills. It is strange that you don't see any bills available. It should show all the tech that your pawns could research or transcribe. Are you running any other mods that interact with research?

As to your other question - these books are schematics that were added into the base game, so they should be available from merchants, as rewards etc. as for the vanilla item class.
The Bard of Hearts 27 Mar @ 5:33pm 
Already running into an issue. I started a test game... built a research bench and the game thinks I don't have one. If i try to set a research, it says I don't have a research bench. The research bench has a tab for bills now but there are no bills to add to the list... What am I doing wrong??
The Bard of Hearts 27 Mar @ 4:50pm 
Is it possible to buy books or get them as quest rewards by any chance? I like the idea of this mod; the idea that individuals know individual knowledge. However, I'm not looking to make researching new technologies completely unavailable to me unless i capture and recruit someone who already knows it. Is there any way to achieve new technology just by giving it the old college try? You've reiderate "*Very* long time"... does that mean basically impossible or otherwise not worth playing?

Any response is appreciated. (I tried "Life Lessons" but ran into the same problem as mentioned above; no way to learn but to capture people.)
Bleeding Eyes Mcgee 3 Mar @ 10:58am 
Very cool mod, but currently incompatible with medieval overhaul, primitive workbenches, and research reinvented: stepping stones, since it breaks the research spots/benches that they add, locking you out of any kind of research unless you cheat or get lucky with your starter pawns.
Aos Si  [author] 28 Feb @ 8:36pm 
@Brave If a pawn knows agriculture 2 but not agriculture 1, then they will be able to plant things unlocked by agriculture 2 tech, but not those unlocked by agriculture 1.
Brave 28 Feb @ 4:30pm 
Hi, I'm very excited for this mod! But I have a question about prerequisite research. Say a research project, like agriculture ll is unlocked for a pawn, but agriculture l is not unlocked for that pawn. What happens? Is the prerequisite research still required for the pawn to do anything? Or does this mod separate prerequisites from the later research projects? Like could a pawn know how to make a sword, without the prerequisite research of smithing? Thanks for making this mod, like I said I'm super excited. It makes individual pawns more important and allows for job stratification in the colony which I like.
Nickname Failure 9 Feb @ 6:03am 
That is amazing. Good to know... Now my Ooga Booga's just need to re-invent fire again, even though they can make a stove. And before you say: they can just write a book about fire... Well they can't write, but they sure can read...

But thanks for the apt responses!
Aos Si  [author] 9 Feb @ 5:58am 
@ Nickname Failure
I believe you should always be able to slow-research a tech. Also, the tech in the global pool is not permanently unlocked, it gets recalculated sometimes, like when a pawn learns a new tech or when a pawn dies.
Nickname Failure 9 Feb @ 5:45am 
Good point, I already mitigated that by setting the Pawns background story to reflect their tech level.

I am also afraid if the tech is perma unlocked that they cannot research the tech the slow way anymore because the visitors "soft-locked" research, meaning I would have to rely on visitors.
Aos Si  [author] 9 Feb @ 5:43am 
@ Nickname Failure
The faction tech level is not the only thing that determines the techs generated for a pawn. For instance, if they have a background trait that says as a child they lived on a glitterworld, then their personal techlevel is set to Spacer or Ultra.
You can find the config for the traits in BackgroundTechs.xml
It doesn't cover all the traits, just some of them, if you feel like adding more, contributions are always welcome.
Nickname Failure 9 Feb @ 5:34am 
That is true, but it does effect the perceived tech level of the colony.

Although I had a mod where higher tech level factions wouldn't attack a colony of lower tech I guess that makes it obsolete.
Aos Si  [author] 9 Feb @ 5:30am 
@ Nickname Failure
The reason a tech in unlocked in the global pool when someone visits your colony is so that you could add a corresponding bill that a visitor can craft. The global pool is only used as a filter for bills and construction blueprints to display, your own colonists still wouldn't be able to craft those items without knowledge of the tech.
Nickname Failure 9 Feb @ 5:22am 
Is it normal for the research in the global research pool to be unlocked when traders arrive from other factions?

Also joiners with different backgrounds like Tribal or Medieval factions seems to have Industrial or Spacer tech already randomized and unlocked.

The thought is good, but there's a lot of Jank still.
Aos Si  [author] 4 Feb @ 11:00am 
@blank
As I replied to another person before:
Research Reinvented: This one is quite interesting and shouldn't be too difficult to hook into the RR. But if you want anything to be done about it you should contact its developer, see if they are interested, and put them in touch with me.
Shanaxyle 3 Feb @ 7:17pm 
Any chance for cmopat with "research reinvented?"
Taemaly 31 Jan @ 3:14pm 
oh nice. Thank you!
Aos Si  [author] 31 Jan @ 3:09pm 
@Taemaly
Should be fixed now.
Taemaly 31 Jan @ 10:46am 
it happens only to modded techs not vanilla. it still happens without any dlcs
Aos Si  [author] 31 Jan @ 9:49am 
@Taemaly
To narrow things down, you listed bunch of dlc and the mod. Did you try to do it without the dlc, just the mod? Does the issue happen with the regular techs (not from the mod?)
Taemaly 31 Jan @ 9:42am 
hope this helps
Taemaly 31 Jan @ 9:41am 
Then just build simple writing desk and chose a pawn who had knowledge of succulent sowing and who could transcribe it, then made a bill for both use and full knowledge tome . the unfinished tome of usage, said tome of succulent sowing, the complete tome said understanding plate armour but in the info it mention plate armour 30 per hour and hydroponics 30 per hour. then reading it once i gained hydroponics and reading twice gained plate armour skill. transcribing tome of full knowledge of succulent sowing produced solar power skill book. when the same colonist transcribed another copy of usage of succulent sowing - usage of penoxycyline skill book was made .when trying to transcribe non modded tech, thje correct tech book came out
Taemaly 31 Jan @ 9:41am 
It contains wrong tech also, as in the info tab it describes what skill you gain from the book and its not the one I transcribed. I tested it with minimal mods .Aslo its worth to note, that when the tome is in the unfinished form it shows the correct name e.g the tome of succulent sowing, but when its complete it shows a different name and stats, and when read a different skill is gained e.g hydroponics + plate armour. To reproduce, mod list was Harmony, rimworld, royalty, ideology, biotech, research records, vanilla expanded framework, the vanilla plants expanded - succulents .Putting research records at the bottom of the listing make a difference. I used lost tribe scenario. cont...
Aos Si  [author] 31 Jan @ 5:33am 
@Taemaly
Is it just the wrong name of the book or the actual tech it contains is wrong? Can you
reliably reproduce this bug? If so, could you provide the minimal setup and instructions on how to do it.
Taemaly 30 Jan @ 5:00pm 
vanilla plants expanded also produces wrong books
Taemaly 30 Jan @ 3:36pm 
Also when used with regrowth: core tech , like wild berry and mushroom cultivation, transcribing produces glitter world medicine tech book and mech tech book
Taemaly 30 Jan @ 1:31pm 
for some reason this mod seems to be incompatible with recycle this - continued. when used together, the writing desk bill menue doesnt have any bill options
Placeholder333 12 Jan @ 9:46am 
Thanks for the insight!
Aos Si  [author] 7 Jan @ 1:48am 
@Placeholder333
3. If you think that using swords is so basic that anyone should be able to do it, you may want to look at "SpecialPawnTechs.xml" file where I provide an example that gives all megascarabs certain techs for the insectoid mod. You can add entry for Humans giving them RR_Use_LongBlades and other techs you deem necessary.
4. You could also tweak the starting scenario settings and add the "RR_Book_RR_Use_LongBlades" and other books with starting knowledge. The "Use" books are rather fast to read.
Aos Si  [author] 7 Jan @ 1:48am 
@Placeholder333
The thing is people have different ideas what should and shouldn't be used without knowledge, so this mod just aims to provide a general framework. You may want to look at some settings to finetune things to your liking if you haven't done so already. For instance:
1. Setting "Use technology breakpoint" to 0 will disable restrictions on item usage.
2. Setting "Work technology breakpoint" to 0 will allow pawns to craft things even without knowledge but with a speed penalty controlled by "Minimal work speed" setting.
Placeholder333 6 Jan @ 3:29am 
I wanted to play this mod, but the instant I started a new game no pawn could pick up a longsword. I understand that you may require some knowledge to wield certain weapons, but why not make it so it gives a stat penalty instead of forcing me to research and write a book about blades before even growing some rice?
Felios 5 Jan @ 10:21am 
this mod is more well presented than 2/3rds of the mods on here, thanks for making everything clear! I will be picking this up next playthrough I start. Have fun!
Aos Si  [author] 5 Dec, 2024 @ 8:57pm 
@AerosAtar Nice catch. Should be fixed now.
AerosAtar 5 Dec, 2024 @ 4:32pm 
Just ran another quick test: Disabling ""Apparel Tech Restrictions" causes the error to not happen, so there seems to be a slight issue with your new patch. Hope that helps narrow things down. :)
AerosAtar 5 Dec, 2024 @ 4:28pm 
Something seems to have broken with WorldGen, not sure if it was caused by your latest update or the Rimworld update the other day (or both): https://gist.github.com/HugsLibRecordKeeper/29f9c775493f3d4c73383a930feeed91
Ishchyaboi 30 Nov, 2024 @ 11:50pm 
Oh dope! This seems like a mix of Immersive Research and LIfe Lessons. Neither of those quite hit the itch for mef when I build more survival focused modpacks, so I'll give this a try when I build the relevant modpacks.
lil-Ant 30 Nov, 2024 @ 11:31am 
@Aos Si Thanks for looking into it!
Aos Si  [author] 30 Nov, 2024 @ 6:34am 
Updated. If you have "Apparel tech restrictions" option enabled it should fix the issue with the "auto apparel pickup" mod.
Aos Si  [author] 29 Nov, 2024 @ 11:59pm 
@mooreantonio042
Can you give an example of an item that the pawn equips bypassing requirements.
Is it an armor/weapon or clothing.

If it is armor/weapon then I think it's an issue with the "auto apparel pickup" mod, glancing at the code they don't do CanEquip check at all.

If it is a clothing, then it is an issue with RR mod. When you right click an item to wear clothing it will say "Can't equip" but the pawn will still be able to pick it up and wear it by itself.

I'm still not decided whether to impose research restrictions on wearing simple clothes. But I'll fix it one way or another.
lil-Ant 29 Nov, 2024 @ 8:19pm 
I've noticed blindspot with the mod "auto apparel pickup" that allows you to bypass the research requirement. when you press the button to "gear up" your character will just equip regardless of the requirements.
Kavvi 16 Nov, 2024 @ 7:22pm 
thats understandable, maybe a good way to allow users to better navigate it, is to allow them to also create "presets" of specific difficulty settings. having some pre-made presets would be a massive boon as well but id rather you keep working on the mod then focus on something minor like this.