Node Research
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О материале
«Node Research» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
What is this?
This is a total overhaul for research in Rimworld, while keeping gameplay largely the same.
Nodes system
This mod takes all of your research projects, turns them all into nodes and creates an ultra-performant visual chart inspired by the note-taking app Obsidian.
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Left-click and drag to pan the view
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Hover over a node to see information on it
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Left-click a node to begin researching it
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Left-click a collapsed node to expand it
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Shift-click a node to queue it
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Not interested in a project? Right-click a node to collapse it
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Right-click the auto open button to instantly open all nodes
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Right-click the toggle physics button to perform an accelerated simulation
Slowly build and understand your tree
Each node must be manually opened by you, meaning you are never flooded with things you don't understand. Each node can be manually checked by you, and you can collapse it if you aren't interested. This mod is best experienced with very little starting research such as an Animal tech scenario.
Foundation projects
Certain projects are foundational to your technological growth. Whether its Electricity, Stonecutting, Machining, or the equivalents in your tech era. These projects are required by default to advance tech eras.
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Core - Electricity, Microelectronics, Machining, Multi-analyzer, Fabrication, Advanced fabrication, Smithing, Stonecutting, Medicine production, Air conditioning, Passive cooler
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Vanilla Factions Expanded - Tribals - Fire, Animal handling, Agriculture, Tribalwear, Mining, Construction, Furniture, Hunting, Weapons, Bow, Culture
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Medieval Overhaul - Steel, Engineering, Basic woodworking, Textile spinning, Alchemy
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Progression: Production - Research bench
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Medieval Overhaul + Progression: Production - Advanced research bench, Workbench, Industrial smithing
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Altered Carbon 2: ReSleeved - Neural digitization
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Dubs Bad Hygiene - Plumbing
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As above, So below 2 - Stairs, Ladders
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Progression: Attire - Tailoring bench
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Progression: Kitchen - Fueled stove, Simple meal
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Progression: Furniture - Tables, Chairs, Floors, Bridge
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Progression: Education - Education
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Progression: Attire AND Vanilla Factions Expanded - Tribals AND Roo's Satyr and Faun Xenotypes Expanded OR Leaf Skirt - Leafwear
Tech level advancing
This mod adds its own version of tech advancing. If you are using Vanilla Factions Expanded - Tribals, this by default replaces and removes their system. Complete all foundation technologies and you unlock an emergence node, which you have to research for a long time before unlocking the next era.
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Tech advancement is toggleable
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Foundations are toggleable
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Emergence nodes are toggleable
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VFE Tribals advancement replacement is toggleable
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You can optionally make our advancement function identically to VFE Tribals, tied to overall completion rather than foundation or emergence completion
Design intention
This mod is intended to be the definitive amalgam of research mods, taking everything that works from Semi Random and Research Tree mods. Not overwhelming you with choice by introducing each project to you one at a time, while also letting you collapse projects you are not interested in. Advance through the ages without having to commit to a bunch of research projects that you don't really care about.
All study types supported
There is a seperate menu for accessing Anomaly's dark study and Vanilla Gravships Expanded's gravtech. Choose between the three styles of research easily and with neat visual background changes.
Node marker icons
Research nodes can now be given markers, signifying more details about them. This is a very easy to use XML framework for additional use later on. This mod comes with these patches built in:
- Vanilla Factions Expanded - Classical (Markers for each of the Republics for their researches)
Node groups
Research nodes can be assigned groups, allowing them to be related while not sharing an actual required prerequisite. This is a very easy to use XML framework for additional use later on. This mod comes with these patches built in:
- Vanilla Factions Expanded - Classical (Markers for each of the Republics for their researches)
Patches for icon overrides
This mod also gives modders the tools to override research icons, for making sure projects visually represent what they are about. This mod comes with some built in.
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Core (Electricity)
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Odyssey (Fishing)
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Vanilla Factions Expanded - Tribals (Fire, Agriculture, Construction, Mining, Hunting, Animal handling, Culture)
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Vanilla Factions Expanded - Classical (Road building)
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Progression: Warrants (Warrant network)
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Progression: Furniture (Floors)
Frequently asked
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Does this automatically support all added research projects? - Yes! It's all physically simulated on the fly.
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Is the vanilla research view still accessible with this mod? - Yes! You can access it instantly at any time, and its even able to be fully disabled if you want to lock yourself into this view.
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Mid-save? - Should be fine! Try not to remove it though.
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Can I turn off the physics simulation? - Yep! There's an easy to use toggle on the bottom left.
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Can I use this with Semi Random Research? - Only Cruesoe's fork of it!
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Can I use this with other research tree mods? - No, the mods would be competing to be the vanilla menu.
Best paired with
(https://steamcommunity.com/sharedfiles/filedetails/?id=3647618250), for seeing what you unlocked when researching something.
Credits
- Taranchuk - C#
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.