RimWorld

RimWorld

Passive Research
134 kommentarer
WickedRaisin 28. okt. kl. 19:35 
I can't seem to change the research speed. It is stuck on something weird like 1E+9 and I can't change it. Any ideas?
Komunre  [ophavsmand] 14. juli kl. 17:05 
Since people report mod working with 1.6, I'm going to update About.xml to reflect 1.6 support. Please report if any issues will arise.
HoMyCK 14. juli kl. 16:02 
@yellowdotchunk mod works with 1.6
yellowdotchuck 13. juli kl. 14:49 
@Komunre Sorry to bother, but would it be updated for 1.6 since it's out?
Gyubbuh 12. juli kl. 19:59 
Has anyone made an unofficial update to this mod into 1.6?
AikiAimi 11. juli kl. 21:48 
looking forward for 1.6 update!
Komunre  [ophavsmand] 30. juni kl. 7:27 
Since new update is soon, I'm gonna revisit this mod for workbench requirement update once DLC releases. Not sure if I'm gonna be able to implement it though considering lack of DLCs and experience with them to test it, but it should be fine for at least base game.
Th232r 29. juni kl. 9:32 
Have had no issues in 1.6 so far.
AikiAimi 18. feb. kl. 2:02 
you sir are my hero
Floridian Guy 25. jan. kl. 15:03 
I love this mod. cuz i mostly play either Naked survival or tribals so its godly. :steamhappy:
danzloblaha13 12. jan. kl. 4:42 
most is locked from ultra tech and mere skin hardening takes 34 000p even then you got print to unlock then you industrial (17x) that some hardcore research (^-^)b , makes you stagnate a little unlike speedruns
Komunre  [ophavsmand] 12. jan. kl. 4:41 
Current code has nothing to do with benches. Only GameComponentTick increases research progress, and does not involve any bench checks.
danzloblaha13 12. jan. kl. 4:41 
this is also suprisingly working in EMI field ... and somewhat broken cause i have high demands for cross Tech level researches, untill i kill Apocriton i cant reach spacer Tech .. so it takes 7x time ... (also need to research all other tech of industrial and below) so this is massive helper, even though i already had like 70% done
..
..
i got like 120 mods so yea i got researches of up to at leat 10million points to do them all D: got 3 lv20 researchers with bionics and many buffs from archotech and transhumanists (with genetics they barely sleep on quick sleeper trait + sleep accelerator xD )
danzloblaha13 12. jan. kl. 4:37 
is it just me or its 0,7 per BENCH ?
'~ R E D A C T E D ~' 6. jan. kl. 9:54 
oml this mod is SO DAMN USEFUL CAUSE MY COLONISTS NEVER RESERCH!!!!!!!!!!!!!!!!!!!!
Guarwo 16. dec. 2024 kl. 13:22 
Thanks for making this it's really useful.
batatafritada 14. dec. 2024 kl. 10:00 
thank you brother, that's exactly what I needed to get the baby lone mechanitor scenario working!
blackrave 10. nov. 2024 kl. 14:52 
Yeah I understand
While you're at it, consider social interaction that also gives research points based on average research capabilities of pawns involved.
Could be at slightly higher chance of those happening if pawn is busy researching
Meaning that putting two or more research benches in close vicinity provide small synergy since researchers would ocasionally talk to each other about ongoing project.

For balance purposes maybe limit it all to only pawns capable of reserch and above certain skill?
Because I somehow doubt that Bob the Semi-Sentient Roomba missing half a brain and unable to write, read or even hold the pen would (or even could) provide suggestion on functions of charged weaponry or cryosleep.
Komunre  [ophavsmand] 10. nov. 2024 kl. 14:24 
hm, sounds like a fun idea. I may implement it one day. But balancing such would be hard.
blackrave 10. nov. 2024 kl. 14:14 
I like the idea, but implementation is not exactly what I'm looking for.
What I was thinking about was mod that gives pawns chance to get "Research thoughts" (for a lack of better term) and it would deposit small point ammount into current project based on Intelectual skill plus some random points.
Because I know I don't stop thinking about problem just because I left workplace.
And sometimes uninvolved people who know about problem can suggest ideas on said problem.
Komunre  [ophavsmand] 3. sep. 2024 kl. 5:11 
Settings are applied immediately. You can confirm that by changing it to some relatively big value and then back to normal.
picard65 3. sep. 2024 kl. 4:55 
big question, do new settings get applied only after a restart? I was thinking of doing a colony with the speed changing dynamically, but ofc it wouldn't work if settings are applied only on game restart
glub 29. juli 2024 kl. 14:16 
now time to lock up "hammer" in the research dungeon!
glub 29. juli 2024 kl. 14:16 
this is gonna make it so much easier.
Гений 26. juni 2024 kl. 11:26 
Thxmate
Komunre  [ophavsmand] 25. juni 2024 kl. 23:28 
Supported version updated to be 1.1-1.5!
Komunre  [ophavsmand] 13. juni 2024 kl. 1:37 
Going to start working on roadmap soon. Possible future updates: 1.3 and less support, readdition of workbench availability check, changes in regards to newest DLC.
温暖晨曦 17. apr. 2024 kl. 23:25 
O7
Komunre  [ophavsmand] 12. apr. 2024 kl. 23:37 
Updated to 1.5. Good luck with gaming.
v0wels 12. apr. 2024 kl. 11:44 
Godspeed, my friend. <3
JCourtney 12. apr. 2024 kl. 11:27 
You'll be able to figure it out. Good luck. :guardian::guardian::guardian:
Гений 12. apr. 2024 kl. 9:44 
Wish you the best of luck, comrade. Разъеби этот код, верю в тебя
Komunre  [ophavsmand] 12. apr. 2024 kl. 9:43 
Either should be just recompiled or good luck to me with new RM API. Will start lookking into it.
v0wels 12. apr. 2024 kl. 9:07 
Doesn't look like this mod is fully compatible with 1.5, or possibly there's a compatibility bug with other mods. This error gets thrown every frame, and prevents me from performing right-click actions, like trading with visitors:

System.FieldAccessException: Field `RimWorld.ResearchManager:currentProj' is inaccessible from method `PassiveResearch.PassiveProgress:GameComponentTick ()'
JCourtney 28. mar. 2024 kl. 18:49 
Hmm. Added it to a current save in 1.5 and doesn't seem to work unfortunately.
JCourtney 28. mar. 2024 kl. 14:18 
I guess I could load it in and see if it still works. :ambition::ambition::ambition:
Komunre  [ophavsmand] 28. mar. 2024 kl. 14:17 
This mod should not have any compatibility issue with 1.5 or any other new versions. It involves miniscule amount of RimWorld API and overall is very small. I should be able to recompile it to a new version immediately. I am just unwilling to involve myself with experimental branch, as it might introduce a few issues with assembly compatibility.
JCourtney 28. mar. 2024 kl. 13:08 
I didn't know how much work it was to update to 1.5. I know slowly mods are getting converted over, with hopefully all the major ones done by the time the new DLC drops.

I'm just not good at pawn management, so research always ticks slow for me. :steamsad:
JCourtney 28. mar. 2024 kl. 12:46 
Nope, that was me. I accidentally deleted it. :steamfacepalm:
Komunre  [ophavsmand] 28. mar. 2024 kl. 12:45 
Also, sorry JCourtney, I think I accidentally deleted your comment
JCourtney 28. mar. 2024 kl. 12:45 
That is a good idea. It's nice for the people that will still be on 1.4 for a long time as they wait for their stable of mods to update. :steamthumbsup:
JCourtney 28. mar. 2024 kl. 12:44 
That was quite fast. :steammocking:

This is one of my most important mods it turns out.

Thanks for taking a look at it. :Hire::Hire::Hire::Hire::Hire:
Komunre  [ophavsmand] 28. mar. 2024 kl. 12:44 
Actually not going to update until 1.5 is on stable branch. By that point I will probably create support for both 1.4 and 1.5 separately, to have backwards compatibility.
JCourtney 11. mar. 2024 kl. 10:07 
This mod is exactly what the game needs, there is just too much stuff added with mods to be able to dedicate multiple people to research.
Cyber Witch ~ 23. nov. 2023 kl. 6:20 
thanks for the cool mod :3
With 300 mods researching turns into a real annoying slog tbh so Im glad this exists to make it a bit more fun
Komunre  [ophavsmand] 17. aug. 2023 kl. 11:11 
Mod will be updated to include workbench check option in time period of few weeks maximum, as I have to code it again, since updated sources seem to be missing.
Komunre  [ophavsmand] 17. aug. 2023 kl. 11:08 
Actually I just remembered I updated it from outdated github repo, which should have removed some functionality. Whoopsies!
Komunre  [ophavsmand] 17. aug. 2023 kl. 11:07 
Mod has been recompiled to exclude unity assemblies. Comment if any issues arise
Thekiborg 17. aug. 2023 kl. 7:20 
Your mod has unity assemblies, packed in, which can break stuff, can you recompile your mod with just your assemblies? The hugslog shows all the assemblies loaded by your mod


https://gist.github.com/HugsLibRecordKeeper/cd84f0a33d24818f4c0217fbc2879be1#file-output_log-txt-L156
Komunre  [ophavsmand] 11. juli 2023 kl. 17:56 
Three cases, zero logs. How do you all expect me to fix something that is not reproducable on most of the people's installations including mine, while not providing any info about yours?