RimWorld

RimWorld

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Semi Random Research (Unofficial)
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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857.133 KB
23 Oct, 2022 @ 12:07pm
24 Jul @ 5:28am
28 Change Notes ( view )

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Semi Random Research (Unofficial)

Description
Semi Random Research injects an element of unpredictability into your progression by presenting you with a configurable amount of randomized research options to choose from.



Settings



  • Prohibit Normal Project Selection
    If disabled, one may change research to anything, allowing them to circumvent the main feature when desired.

  • Reroll All Choices Every Time
    If disabled, projects that are not selected will stay in the list until researched.

  • Allow Switching Between Choices
    If enabled, offered research options will not become unavailable when one is selected. The choices will still reroll after finishing a research project (if rerolling is enabled).

  • Balance Cost of Offered Choices
    Randomly pick half of the randomly offered choices in a way that the average research cost of all choose-able research projects is close to the average of all possible research projects. Prevents being offered only high-cost projects while low-cost projects are available.

  • Allow Manual Rerolls
    Choose how manual rerolls work:
    - Never: One cannot manually reroll of the available options.
    - Once: One can reroll the available projects once. A new reroll is then gained every time a project is completed.
    - Always: One can reroll the available projects any time.

  • Complete Lowest Tech Level First
    All projects will be from the lowest tech level available, forcing it to be complete before projects from the next level become available.

  • Restrict to Faction Tech Level
    Only options at or below the player faction's tech level will be offered.

  • Allow One Higher Tech Project
    One available project's tech level may be higher than the limit.

  • Suppress Projects for This Many Re-rolls
    Prevents researches from reappearing as choices for this many re-rolls. If no other possible choices could be offered, researches may be re-offered earlier. Completing a research also counts as a re-roll.

  • Amount of Projects to Choose From
    Choose how the number of available projects is determined:
    - Constant: The amount of projects one can choose from is constant. There will never be offered more than this amount of projects to choose from.
    - Dynamic: Colonists: The amount of projects one can choose from is dependent on the number of colonists. An additional option to choose from is added for each X colonists.

  • Verbose Logging
    Enable logging of how offered research projects choices are chosen. Not likely to help much, and will spam your log. Keep disabled unless you are debugging something!

  • [REMOVED IN 1.6]Experimental Anomaly Support
    Enable Semi Random Research for Anomaly content. Not tested yet. Use at own risk. This option will be removed as soon as it is confirmed to be working correctly. If you dont have anomaly this will do nothing.

Known incompatibilities

To ensure only animal tier researches are displayed in the beginning when playing with Vanilla Expanded Tribal use https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3082436927

Incompatible with More Archotech Garbage as of 1.4 (Having crafting recipes for no longer existing items causes issues), if it still is broken in 1.5 please tell me. Not tested with More Archotech Garbage Continued.

Forks

If your modpack is progression focused you should check out Arodoid's fork with a progression focused UI: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3455432792

Disclaimer

I am not the original author of this mod. However I added a few settings and changed it to support anomaly content.
Original mod can be found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2375902187
To the original author (if he comes back): All code changes i have made are obviously yours to keep. Thanks for this amazing mod. If you updated it or want me to remove this for any other reason please message me!
386 Comments
morph113 5 Sep @ 4:34pm 
Nevermind, it was my mistake as I said. I did have "complete lowest tech level first" activated at all times, I just didn't know that stonecutting, furniture etc. were not neolithic technologies, so makes sense that I always ended up with the same 3 technology options when starting a new tribal naked brutality game because those were the only ones left from neolithic and I have to research these first to get to medieval technologies like stone cutting.
GrobmotoriGER  [author] 5 Sep @ 2:15pm 
When "complete lowest tech level first" and "restrict to faction tech level" are disabled you should not be limited to tribal researches at a tribal start, unless you have another mod that limits your possible researches.
morph113 4 Sep @ 8:07pm 
Actually nevermind, I did not realize that those are simply the last neolithic research techs and I'll need to research them first to progress as all other ones are medieval or higher, hence why no reroll or additional new option available. I thought stonecutting and some others were neolithic as well but that's not the case.
morph113 4 Sep @ 7:56pm 
Mhh not working as intended for me. No mod conflicts as the only other mods I have are cosmetic (e.g. coloured mood bars). I tried different settings such as "reroll choices every time" both on and off and balance cost of offered choices as well as "complete lowest tech level first", but tribal naked brutality start always gives the exact same 3 research options (I set amount to 3 choices), cacao tree, beer brewing and devilstrand. When I research one, the other 2 stay in the list with no other new option. I thought that reroll choices every time would mean I get a new set of 3 research options. Or with that setting turned off, that the researched one will be replaced with a new option. Not much of random research if it always follows the exact same path, doesn't seem to work as intended. I have Odyssey, Biotech and Ideology DLC's if that helps.
GrobmotoriGER  [author] 5 Aug @ 4:54am 
This mod does not add tech level progression. If you want that you need another mod for that.
Mr. Beefy 4 Aug @ 12:12pm 
how do you increase your tech level? I have everything before microelectronics but says im still neolithic
GrobmotoriGER  [author] 24 Jul @ 5:28am 
My settings-rework caused the compatibility of Research Tree to break. I made a small a update to re-add the variable research tree trys to read. I dont like that its name does no longer represent what it is actually doing, but for now it will do.
GrobmotoriGER  [author] 24 Jul @ 4:36am 
@Tsunatus That is the understatement of the month. I cant even generate a map with both enabled.
Tsunatus 23 Jul @ 12:19am 
Not sure if it is this or research tree but when both are enabled none of them will work.
Semi research will not allow you to research anything and the research tree is the standard vanilla tree. But if you remove either of them the one left will work. Seems that both just can't be enabled at the same time and I am unsure which one is causing the issues since neither will work together.
Catbot1310 14 Jul @ 1:18pm 
I love the "(Unofficial)" despite that, so far as I'm aware, it's been the main version for 3 major versions.

The original existed for 2.

Keep up the good work, noble mod author