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Experimental Research System

Experimental Research System is a complete overhaul of RimWorld’s research progression. Instead of passive “researching at a table”, technological progress is achieved through hands-on experiments, real materials, and knowledge sources such as books and notes. The system is designed to be immersive, flexible, and fully compatible with vanilla and modded research. Core Features Experiment-Based Research Research is performed at dedicated experiment benches. Multiple bench tiers with different efficiency and safety levels. Research progress comes from active experimentation, not abstract work. Real Material Consumption Experiments consume actual resources and ingredients. Supports generic material categories to avoid duplicated or overly strict requirements. Each research project defines its own material setup. Skill-Based Success Success chance and efficiency scale with: Researcher skills Intelligence-related stats Skilled scientists experiment faster and safer. Random Experiment Events While working at an experiment bench, random events may occur — both positive and negative. Positive events Breakthrough — useful notes or data are discovered. Eureka moment — temporary boost to research speed. Bench stabilized — improved safety and efficiency for a while. Negative events Minor injuries — bruises or small accidents. Burns / fire incident — heat-related damage. Exhaustion — overwork causes fatigue or negative thoughts. Minor illness — sickness caused by unhealthy experiments. Chemical spill — damage to the bench and/or researcher. Experiment failure — materials are lost, no progress gained. Knowledge Sources Books and notes can unlock or accelerate research. Found through experiments or other gameplay sources. Acts as an alternative or complementary research path. Per-Research Configuration (ResearchProjectDef) Each research project can be individually configured: Experiment material requirements Exact resources or generic categories. Science field Example: mechanics, physics, biology, chemistry, etc. Tech level Tribal / Medieval / Industrial / Spacer Allows full control over progression pacing. Mod Compatibility & Customization Full support for vanilla and modded research projects. All values (costs, science fields, tech levels) can be adjusted for: Vanilla research Any mod-added research No hardcoded research lists — everything works through standard ResearchProjectDef. Faction Tech Level Control (Gear Restrictions) The mod allows editing the tech level of each faction, affecting: Weapons they can use Apparel they can wear Use cases: Tribal vs high-tech scenarios World progression setups Strongly themed playthroughs Important: This does not affect faction buildings or structures — only gear (weapons and apparel) is restricted. Debug & Testing Tools Debug options to instantly start or simulate experiments. Useful for balancing, testing, and mod development