边缘世界 RimWorld

边缘世界 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
2022 年 10 月 23 日 下午 12:07
7 月 24 日 上午 5:28
28 项改动说明 ( 查看 )

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Semi Random Research (Unofficial)

描述
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://psteamcommunity.yuanyoumao.com/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://psteamcommunity.yuanyoumao.com/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://psteamcommunity.yuanyoumao.com/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!
395 条留言
Drago Duval 12 月 3 日 下午 6:13 
After putting this mod after VGE, i finally get GravData, so im guessing that it's either a sorting error, a me Error or just plain old Voodoo magic. Nevermind my bug report :D
GrobmotoriGER  [作者] 11 月 29 日 上午 8:34 
After assigning a gravtech researcher with more than 0 intelectual and jumping a larger distance I got 34 data with SRR enabled. If you find the cause for your problem let me know.
Drago Duval 11 月 29 日 上午 8:21 
Normally you should get more than one, depending of the range. If you did get one, and it worked for you, maybe it's just a mod order thing, didnt think to do test (Im dumb i guess :D). Ill dos ome right now.
GrobmotoriGER  [作者] 11 月 29 日 上午 8:01 
They did their own research mechanic. Will include patches in the next update...
@DragoDuval
I can NOT reproduce the grav data issue. I do get 1 data when jumping. Is that the correct amount ?
Drago Duval 11 月 28 日 下午 8:05 
If you select a vravtech research, you dont get data when jumping to a new location, as you are supposed to.
GrobmotoriGER  [作者] 11 月 28 日 下午 6:28 
I did not yet play with Gravtech expanded. What is the issue with it @DragoDuval ?
Drago Duval 11 月 24 日 下午 4:57 
Would it be possible to add a Vanilla Gravtech Expanded update / Option ?
GrobmotoriGER  [作者] 11 月 9 日 下午 3:02 
I agree that those should be classified as a hint. Will think about the best way of adding those (I dont like doing a whitelist for those, as then every mod that does something similar would need to a similar manually added whitelist item). Dont expect it soon though, I have some other feature I want to add first.
Yoann 11 月 9 日 上午 9:31 
Can you add 'Basic mechtech' and 'Basic gravtech' to the option 'Always add projects with unlocked hints' please?

I play with an available project count of 0, so I can choose only between projects I unlocked first (schematics, techprint, study). But these 2 research projects have special condition (having a mechanitor, studying a building) who are not handle by the mod.
'Basic mechtech' cannot be found as a schematic, I think it's same for 'Basic gravtech'.
morph113 9 月 5 日 下午 4:34 
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.