RimWorld

RimWorld

Semi Random Research: Progression Fork
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 :)
ferny  [author] 26 Sep @ 11:34am 
@ChrisB You advance your faction tech via any mod you want, I typically reccomend VFE Tribals and my own Progression: Core. World tech level displays the maximum tech of the factions in your planet, so it might say spacer due to the Empire being present.
ChrisB 26 Sep @ 11:18am 
heya,
how on earth do you update the faction/world tech level? using world tech level and updated the tech level post-gen to medieval. however, SRR is still showing faction as industrial and world as spacer. i've restarted and all that. does it require save editing?
ferny  [author] 26 Sep @ 6:26am 
@Rɨs Will look into this, thank you for identifying!
Rɨs 26 Sep @ 5:34am 
ok, so i spent another 2 hours on this mess and i finally figured out what was the problem at least in my case.

For some reason Experimental Anomaly Support being off started to cause the issue. It is importnat to note that at no point Anomaly was active on my instance. Enabling it fixed the problem. Even when running only SRR and Harmony without Anomaly, option still was required for research options to be added. It is also important to note that replecation of issue requires to restart the game after turning the Experimental Anomaly Support off

Now the question is: was it supposed to affect games that do not run Anomaly? Not that i mind keeping the setting on, it's just weird x3
ferny  [author] 26 Sep @ 1:23am 
@mann can outsmart bullet Nope, there's not a hint of sarcasm in anything I'm saying. I'm trying to help you guys. You're projecting that onto my responses. Assuming bad intention due to my own confusion is a great way to have me not want to help you.
mann can outsmart bullet 25 Sep @ 5:38pm 
Loading the modlist from the save hasn't worked either.

Regardless as to whether it works or not, I've decided to go back to the unforked version as ferny's sarcastic responses don't give me any faith in them listening to the community regarding future bugs.

Good luck to all the rest of you.
Sly Fox 25 Sep @ 5:00pm 
I fixed it!
I unloaded all mods, restarted, then went to load the game and hit load modlist from save, restarted, then it worked again :)
Sly Fox 25 Sep @ 4:17pm 
also having this issue :(
no research options at all
ferny  [author] 25 Sep @ 12:32pm 
Weird, I don't have this issue and my community of 8000 have never once said a peep about it. Must be something weird.
Rɨs 25 Sep @ 12:10pm 
I once again tried to test it out. New colony, starting tech level industrial, World Tech Level set to unlimited, all settings regarding research availability are turned off. No research options added from the start. I tried it couple times with different configurations, but results are same.

I also noticed that Reroll button not only doesn't fix the issue, i think it just doesn't function. Settings are set to reroll available only once, press the button, no options apppear, but also button does not become inactive.
mann can outsmart bullet 25 Sep @ 11:51am 
I checked our modslists and the only mods we all had in common were:

* Harmony
* Royalty
* Ideology
* Biotech
* Character Editor
* XML Extensions

(I couldn't find a link to the issue I was thinking of in the other comment, it could have been with a different mod)
mann can outsmart bullet 25 Sep @ 11:38am 
I am using the Tech Advancing mod, and it appears it is detecting my tech level (Industrial) correctly, with the projects in it being available:

Tech Advancing settings: page 1 [files.catbox.moe], page 2 [files.catbox.moe], page 3 [files.catbox.moe]

Disabling this mod's tech level options has not fixed the issue. (Restrict to faction tech level, Allow one higher tech project)

I think I vaguely remember the original Semi Random Research having an issue similar to this one, I'll try and link to it if I find it.
ferny  [author] 25 Sep @ 10:50am 
I would directly assume this is due to your world tech level, or you not advancing your faction's tech with your option to restrict to faction tech level
mann can outsmart bullet 25 Sep @ 8:23am 
@ferny
I am also having this issue. If you have any suggested settings, I would be willing to try them.

Current settings [files.catbox.moe]

Edit: resent comment to fix link
ferny  [author] 24 Sep @ 9:53pm 
@ Aristarchus of Samos Your issue is most likely your mod settings. I've never heard of this outside of that.
Aristarchus of Samos 24 Sep @ 6:37pm 
Also having the issue where nothing is populated in the research list. I added some mods before this occurred but nothing that adds research and certainly no research-specific mods. No errors in the log.

What I'm seeing:
https://files.catbox.moe/kmnw9e.png

Modlist:
https://rentry.co/3bhix5e5
mann can outsmart bullet 20 Sep @ 2:12am 
Having the same issue as @rusttl.

Modslist:
https://rentry.co/nwh8migi

Log from test game:
https://gist.github.com/HugsLibRecordKeeper/b50232ae8e47300852c84848e8f30c18

I also have the ?.?.? version number in my mod settings.
Aera 19 Sep @ 10:55am 
There seems to be a slight incompatibility between this mod and others that change the research tree menu: I use Dubs Mint Menus alongside this, however when I click on the Research Tree button, it forces the vanilla menu. Is there any other way to access the modded menu or any sort of compatibility that could be accounted for on that?
Rɨs 16 Sep @ 2:01pm 
hi there. I think recent update broke something. Had an existing game with this mod, ran as intended. Abandoned it for couple weeks and came back today

Once current project is finished, no new research options are offered. Reroll button does not work. I tried disabling and enabling some limiting settings, nothing changed

Also tried new test game. No research options were offered from the start

Log from original game
https://gist.github.com/HugsLibRecordKeeper/390c5ea87fdc9bdfe76ad8f7a431dd65

Log from test game
https://gist.github.com/HugsLibRecordKeeper/d44ec91bfa0a03b3f302a0e16dfe7ced

Mod list
https://rentry.co/srga3bhp

also in mod settings menu version number is ?.?.?, duno if it's important. I tried compleatly reinstalling mod, no effect
DragonQueen20196 16 Sep @ 7:29am 
love this mod! is there the possibility of adding a "auto select" button for continuous research?
KeiChan0215 13 Sep @ 9:53pm 
Hello @ferny, for some reason, I can't click the Main Research tab when there's a queue Anomaly research. But I can alternately view Basic and Advanced Dark Research, not the main one
veoba 8 Sep @ 10:08am 
How this will pair with research data(+theory), research reinvented(+SS), organized research tab?
ferny  [author] 7 Sep @ 10:01pm 
v6 - anomalies expected/any other anomaly mod support, advanced anomaly research alongside basic support, better performance (Thanks Joof!)
ferny  [author] 7 Sep @ 5:29am 
@KeiChan0215 Reverted the update to fix
KeiChan0215 7 Sep @ 5:21am 
Also I have Dark and Advance Dark Research on my tab, duplicating all researches in each column
KeiChan0215 7 Sep @ 5:21am 
So I don't have anomaly and whenever the current research reaches 89%, my researchers stops researching and I need to press research again in order for them to continue.
ferny  [author] 7 Sep @ 3:29am 
v4 - anomalies expected/any other anomaly mod support, advanced anomaly research alongside basic support, better performance (Thanks Joof!)
Joof 1 Sep @ 4:40pm 
@ed asner and others playing anomaly:

I ended up fixing this issue because I play with anomalies extended. I also fixed anomaly basic / advanced support and improved the performance.

Ferny seems pretty busy, but I sent it over to him to update when he can.

In the meantime, you can install my fork from github via rimsort.
https://github.com/Jeffrharr/Semi-Random-Research-Progression-Fork/tree/main
ed asner 1 Sep @ 12:27pm 
Seems like mods that add their own Anomaly research don't play well with the Anomaly integration sadly. Wondering if it's just related to them being on a separate tab or what, but the Integrated Implants Anomaly content just doesn't show up at all.
AJarOfDirt 31 Aug @ 10:39am 
@ferny Is there any way to blacklist certain research for a save? Sometimes I don't intend to use anything in some mod researches and it would be nice to make it so it doesn't show up in the research list as I see them.
ggfirst 28 Aug @ 2:36am 
Thanks for the amazing mod. I love you
ferny  [author] 24 Aug @ 10:06pm 
@pete parsons ate my kid That feature is from Vanilla Factions Expanded - Tribals. The configuration of that is in Progression: Core. Look into Tribals for how their advancement works.
dark woke 24 Aug @ 10:02pm 
How do you "progress" to the next tier once you've gotten all the research?
Ddraig 21 Aug @ 7:33pm 
To clarify: I came to the coments to find out about the automatic research, I got the mod because it was neat and I hate choice paralysis lol.
Ddraig 21 Aug @ 7:29pm 
Came here because i was told this mod had a "select research automatically" button but I'm probably blind. was/is this not a thing or did it not carry over from a previous version.
ferny  [author] 20 Aug @ 12:46pm 
@Anonimi Angels There is no way, but i'm very okay with that. Research should be something you pause and pick, any other type of picking of research is likely to result in degenerative play.
Anonimi Angels 19 Aug @ 2:19pm 
Is there a way to make it stop pausing the game and opening the research tab?
ferny  [author] 18 Aug @ 1:10pm 
@Macbuk I really don't think so. I know plenty of people who use both of these mods.
Macbuk 18 Aug @ 1:00pm 
Incompatible with Performance Optimizer
Joof 13 Aug @ 7:28am 
Second post to say, hell yeah to the mod author for continuing this and the new animations are beautiful.