RimWorld

RimWorld

Repeatable Research
40 Comments
Killer29687 24 Oct @ 10:20pm 
getting a favorite just for it almost being 1am and doing a triple check when reading your name
Smoker 7 Oct @ 9:30pm 
Statworker:postfix is the process using a ton according to dubs analyzer, thank you!
Stupid Sexy Grand Foreskin  [author] 7 Oct @ 4:42am 
Currently I'm mid semester, so I can't make new patches for a while... I'll take a look at tick problem later.
captainamerica_ 5 Oct @ 7:38pm 
Are the buffs similar to SS Researchable Stat Upgrades mod ?
Smoker 28 Sep @ 4:20pm 
I love this mod but it seems to be using a lot of ticks.
dudekazoo 15 Sep @ 6:48pm 
I love this mod <3. My ultimate wishlist would be an option to just automatically requeue the research when it completes. Dunno how feasible that is in rimworld.
Chimni 14 Sep @ 11:29am 
Is there a way to double check if the mod is applying the bonuses to colonists? I see the list of permanent buffs in the research screen, but I don't see anything in the stat breakdown's in the individual colonist info screens.
Cookiesnm1lk 9 Sep @ 9:54pm 
nice. op ya did indeed fix it. it's workin perfectly now.
*DFC*Comrade Pavel 6 Sep @ 12:22am 
ah okay no worries
Stupid Sexy Grand Foreskin  [author] 6 Sep @ 12:03am 
Yeah, there was a typo in xml. I'm sorry.
*DFC*Comrade Pavel 5 Sep @ 7:07pm 
I keep getting a debug mode popup when I launch the game ever since I started using this mod something to do with certain defNames or types , any way i can send the link to the debug log so you can see if it's a mod conflict on my end or something else with Repeatable Research?
Stupid Sexy Grand Foreskin  [author] 5 Sep @ 5:37am 
Attempted to fix the issue where stat buff stacks were lost between sessions.
That is, added a safeguard to automatically inject RepeatableResearchComp if it is missing when loading a game.
If this update does not resolve the problem, the cause is a mod conflict caused by another, unknown mod which is beyond my reach.
Cookiesnm1lk 3 Sep @ 2:10pm 
stats are vanishing for me as well
Frodo Baggins 3 Sep @ 12:29pm 
The issue where stats vanish is still happening for me
Bignan 2 Sep @ 3:59am 
thank you memini. :EffectHealing:
Stupid Sexy Grand Foreskin  [author] 1 Sep @ 6:10am 
Fixed an issue that made stat buffs perish when user closes Rimworld.
Stupid Sexy Grand Foreskin  [author] 31 Aug @ 3:42pm 
Ok, another issue is out, will fix in 2 days.
every time i close the game the progress on the permanent research is wiped :(
LOBBERDARK 30 Aug @ 4:24pm 
progress on the research was wiped with update RIP
Stupid Sexy Grand Foreskin  [author] 30 Aug @ 6:27am 
Updated the mod. Now StatWorker ticks every 3000 ticks(~50 real-time seconds)(formerly 300), and this is the only task the mod adds, besides two triggered tasks 'ResearchDescPatcher.UpdateDescription' and 'GrantRandomBuff'. If people continue to report performance issues, I'll make it 10000 or higher.
Ronald Hardest 28 Aug @ 3:25pm 
Still getting a lot of StatWorker lag unfortunately.
Stupid Sexy Grand Foreskin  [author] 28 Aug @ 5:59am 
I don’t think it’s possible to make research costs and prerequisites configurable without introducing new bugs. Sorry, have a nice day!
Peter Kitsuné 28 Aug @ 4:07am 
Any chance of modifiable prerequesites? I have no desire to ever research space travel due to not wanting to leave the rimworld.
Stupid Sexy Grand Foreskin  [author] 25 Aug @ 7:05pm 
Ah... I'll take a look at it, thanks!
Lobster 25 Aug @ 11:13am 
I really like this mod and only started having this problem yesterday, but the research projects finished and won't let me repeat them anymore. I have now both temp and perm repeatable research projects locking me out from doing them again. Any help would be great thanks!
Stupid Sexy Grand Foreskin  [author] 23 Aug @ 1:24am 
Ya, both of them are fixed.
Stupid Sexy Grand Foreskin  [author] 22 Aug @ 11:27pm 
1.[CRITICAL] RepeatableResearch.Patch_StatWorker
This eats a lot of TPS.

2.[CRITICAL] Stat buff affects non-colonist pawns too.

OK, I'll try to address these two issues.
A Simple Margherita 21 Aug @ 6:33pm 
sid meier mentioned
ShiaP 21 Aug @ 6:11pm 
Great mod, not sure if it's as intended but the buffs are also affecting non-colonists too.
JunoCat運富 21 Aug @ 11:04am 
Heya, RepeatableResearch.Patch_StatWorker:Postfix is eating a lot of tps, hope you may do something with it, thanks <3
yayks 21 Aug @ 6:37am 
small suggestions:
- set research cost for perm and temp buffs;
- different lists of stats for perm and temp;
- limit for certain stats in list; (like 80% max for tox res (set by user))
- ability to have only 1 type of research (perm or temp);
Proxy 20 Aug @ 6:58am 
Can there be one for work speed?
alonlystalker 20 Aug @ 1:15am 
Well, that's an amazing stuff, just search something like this last week and find none, only old and "too op" options.
Pikgears 19 Aug @ 4:11pm 
Reminds me of the "Future Technology" research in Civ games
Tleno 19 Aug @ 10:36am 
May I suggest renaming it to be more in-setting?

Also, what about a research that reduces the energy consumption of all the structures or generated power by 1 or 0.5%?
Rookie 1978 19 Aug @ 5:10am 
super cool idea i like it a lot
Geojak 18 Aug @ 6:46am 
Csn you make the bonus colony wide. For example I would like to set it do the unlimited research grants all colony mechanitor +1 permanent bandwidth
Smoker 17 Aug @ 5:49pm 
Would be cool if you could buff the colony tile somehow with research
Czahorb 17 Aug @ 4:13pm 
every mod makes this game more and more factorio
MrDeliberto 17 Aug @ 3:11pm 
Peak