Consider inventing the humble mini-turret.
In vanilla Rimworld, the process is:
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[*] A colonist sits in front of a research table and stares at it for five weeks.
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With Research Reinvented, the process can include any of the following:
[list]
[*] Reverse engineer existing commandeered turrets.
[*] See what you can learn from that ancient broken down security turret.
[*] Analyse raw materials for their durability as turret armor.
[*] Experiment with steel to figure out efficient barrel replacements.
[*] Test out what modifications to the standard machine pistol or autopistol design might make for the best turret weapon.
[*] Construct a prototype turret, even if it takes longer and the end product might need some fixing up right away.
[*] Ask allies to provide some of their expertise, or demand that information from your prisoners.
[*] Brainstorm solutions during social encounters between your colonists.
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Taking advantage of such research opportunities can significantly accelerate your research progress. However, if none are available, the fallback Theory research functions like vanilla research, with only a small speed reduction (which can be configured in the settings).
[u]Usage instructions:[/u]
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[*] Most research is still automatic. Your colonists will figure it out.
[*] Prototyping requires you to designate prototype constructions and/or bills, the same way you designate ordinary ones.
[*] Interrogating prisoners must be enabled in their prisoner tab. Enable Knowledge Extraction.
[*] Information exchange with neutral parties requires spending goodwill at a Comms console. Once you're allied it is free, and colonists will do it automatically.
[*] Tooling research progress is generated by doing any work at the given workbench.
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Simple research kits are made at the crafting spot/tailoring bench. More advanced kits are made at the fabrication bench.
[u]Known issues[/u]
None so far. New version on an unstable branch, so something ought to come up pretty quick.
[u]Frequently asked questions[/u]
[list]
[*] [b]Can this be added to an existing save?[/b]
Yes.
[*] [b]Can this be removed from an existing save?[/b]
Other than the usual one-time errors, probably yes.
[*] [b]Does this work with mod X?[/b]
Research opportunities are generated dynamically, based on the unlocks of the research projects in your game.
[i]Most mods are supported right away, out of the box.[/i]
There may be some exceptions for mods that introduce custom research systems. This does not include mods that simply add or remove research projects or alter how the research tree is displayed.
[*] [b]Does this work with CE, ResearchPal, Semi Random Research, Dubs' Mint Menus, etc.[/b]
Yes. See above.
[*] [b]Does this work with Multiplayer?[/b]
Have not tried myself, but WIbigdog reports it works with no issues.
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Consider also using the companion mod, Research Reinvented: Stepping Stones
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2868389782]https://steamcommunity.com/sharedfiles/filedetails/?id=2868389782[/url]
Non-steam version and old releases can be found here.
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FPeteTimesSix%2FResearchReinvented]https://github.com/PeteTimesSix/ResearchReinvented[/url]
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