RimWorld

RimWorld

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Semi Random Research: Progression Fork
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.935 MB
21 Jun @ 10:39am
7 Sep @ 10:01pm
6 Change Notes ( view )

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Semi Random Research: Progression Fork

In 2 collections by ferny
The Progression Modpack | (1.5)
913 items
The Progression Modpack | (1.6)
551 items
Description


Continued development of Semi Random Research: Progression Fork will continue at this page.

Disclaimer/History
This is a mod originally beautifully designed by Captain Muscles, lovingly maintained and added to by GrobmotoriGER, forked by Arodoid in collaboration with Ferny, and finally placed under the care of Ferny for the time being who will further work on the project. This mod would never have been possible without these excellent developers, and this is merely an addition to their work. If the original author(s) return, the code is theirs to use.

What does this do?
This is an fork/overhaul of Semi Random Research that adds lots of new features, designed for use in a tech progression modded environment like Ferny's Progression Modpack. This fork builds upon the original with many new features to assist users in a larger modded environment.

The new functions
- Full redesign!
- Satisfying animations!
- Time estimates! See how long research projects will take to complete.
- New progress menu! View speed chart, estimates, and averages.
- Tech level bar, see how much technology you have completed from each tech level.
- Observe amount of tech needed to advance tech level! (Progression: Core)
- What are you researching for? New buttons for each thing unlocked with the research project.
- Grouped tech levels! See what projects belong to which tech!
- View your faction's tech level!
- View your planet's tech level! (World Tech Level)



Classic functions
- Avoid choice paralysis when choosing research projects, pick from a choice of multiple (Configurable)
- Rerolling research selection (configurable)
- Option to restrict to faction tech level
- Option to tie amount of projects to the amount of colonists you have
- Full support for Anomaly DLC's dark research



FAQ
- Save compatible? | Yes!
- Do I need Progression: Core or World Tech Level or anything else? | Nope! All you need is Harmony.
- Should this replace any older Semi Random Research mods? | Yes, this is a new option for you to choose. If you use it, remove the other ones.

Comaptibility
- Works great on a nearly 900 modlist
- No known incompatibilities

Best paired with:
- World Tech Level, to limit your planet's technology and have it viewable on the new UI
- Progression: Core, to advance through tech eras and have the marker for tech advancement.
- Progression: Scenarios, to have technologies appear more reasonably and clearly designate tech levels.

Credits
Captain Muscles - Original C#
GrobmotoriGER - More C#
Arodoid - New C#
Sandwish - Initial 1.6 recompilation
Ferny - Management and workshop stuff

[discord.gg]
130 Comments
ferny  [author] 11 Oct @ 11:31am 
They need to fix that on their end. We didn't do anything.
lukewitham 11 Oct @ 11:03am 
Mod currently not working for me either. Shows 2 research buttons as of about a week ago. One just showing the in game research tab and then an unclickable semi random research button. Hopefully fixed soon as this mod is essential for me :)
-=GoW=-Dennis 7 Oct @ 12:09pm 
Since https://steamproxy.net/sharedfiles/filedetails/?id=3236847079 (Better Research Tabs) updated to 1.6, the Semi-Random Research button does no longer appear and the restrictions don't take effect. Which is weird, as before their update to 1.6 it worked fine. Not sure what's the problem, so reported at both mods.
Brett 2 Oct @ 6:11am 
Can you change die Options mid-savegame? I'm constantly getting research projects to choose which exceed my tech-level, thus making it a massive drag to research anything.
Envixity1 1 Oct @ 7:48am 
@Rɨs holy shit, I was losing my mind on why the hell it was bugged. Thanks man!
Sirix^ 29 Sep @ 3:58am 
Any chance of adding in an option to force random research until a high tech bench is built? So as a tribal start i get random research options based on the settings, then once I finally research and build a high tech bench I can use the norma research tree to pick and choose. I know I can just do it manually, but a check box to handle that automatically would feel nice. Either way, love the mod!
Aristarchus of Samos 26 Sep @ 2:18pm 
I tried Rɨs suggestion and that fixed the issue. I don't even own Anomaly, it's never been active on my machine, but turning on the Support option shows research projects again.
ChrisB 26 Sep @ 11:49am 
will do in future, thanks a lot
ferny  [author] 26 Sep @ 11:48am 
@ChrisB I think it's probably bugged yeah. As for your faction's tech level, make sure you are starting in a medieval scenario. You can use Progression Scenarios to make that even clearer
ChrisB 26 Sep @ 11:44am 
@ferny thanks for the very quick response. i've limited literally everything to medieval i could get my grubby little hands on, factions, world, player faction etc with world tech level, but still reflects spacer etc on the research.

https://imgur.com/a/42e9Pcu

anything i can do to update this at all? i can just deal with it and move on if there isn't any way to update it, but just asking in the hopes there's some special thing i've overlooked :)