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Using Better Research Tabs ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3236847079 ) fixed that problem and both now work fine.
If you want to try saving yourself sometime from doing that, feel free to throw a HugsLib log my way of the problematic save and I can take a look at it. Even if there isn't a red error being thrown, sometimes it can tell me what's gone wrong.
The Rimworld discord also has a place for troubleshooting too that will look at them and also has a guide on providing one, not to mention they're actually experienced in reading those unlike me :p
I don't think I have rimsqol, but I will take a look. Thank you for the recommendation.
I will give hunting down the culprit mod a whirl on a very lazy Saturday when I can stomach the 5 minute wait it takes for the game to load every time I restart after disabling and enabling mods.
(Rimsqol let's you move research to other tabs aswell)
You could also bisect your mod list and see if the issue disappears by removing half of your mods at a time from the list (except for dependencies) in a clean save until you find the problematic mod.
I also installed Visors mod, and that research did show up on main tab. I installed the guns and I was able to craft those on a machining table just fine, but the brains elude me.
Dead Man's Switch has a couple vehicles that are like tanks and mechanoids at the same time, so they can be manned and operated but can be controlled even without a pilot, which is probably closer to a tachikoma in function.
The Mech Framework would be better looked into if you want to make Armored Suits.
It's almost like it puts your pawn in the inventory of a different creature type (I have no idea if this is how it works in the engine) and has module slots for equipping weapons and utility hardpoints.