// Management · RimWorld Mod
Discoveries
Background Just a few weeks ago, I was watching someone play Breath of the Wild and was reliving the feeling of awe I got from first playing that game.
Background
Just a few weeks ago, I was watching someone play Breath of the Wild and was reliving the feeling of awe I got from first playing that game. I noticed that when you picked up an item for the first time, it would show you the item's graphic and give you a description. It was a simple touch, but made the feeling of discovery feel more important and give you a chance to understand the thing you are newly interacting with. So I thought to myself, why not bring it to Rimworld?
Firstly, and optionally, this is a flavor mod
When you click on anything for the first time, whether it be - A new xenotype - A new building - A new type of creature - A new faction You will receive a popup detailing your discovery. You can see the graphic, read the description, and in the case of xenotypes view their genes. All within the span of a few seconds, the moment of discovery feels more impactful.Secondly, and optionally, this is a research overhaul
How could one take this concept further? Let's first identify some current thorns with research. - With such a large research tree, especially when using many mods, it is easy to plow through research without getting a chance to fully utilize each step you could potentially be engaging with. Perhaps you should only unlock the upgrades to something once you've mastered building their original versions. - Users of mods like Semi Random Research: Progression Fork know the pain of having to research things they aren't too interested in. You can be flooded with projects like "additional stew types" and not know why the game thinks you're so interested in all of that. What if there was a way to tell the game what you are interested in? In comes the solution.Discovery-locked research projects
Discovery of aspects of your world can now lock access to research. Do you remember Anomaly's unlock system, where projects are given to you once you discover the relevant entity? Think that, but applied globally. Here are some examples from the base game.
Many more patches on the way!
This is just the start. If you appreciate the vision here please suggest more discovery-locked project ideas. And if you are a developer/patcher, please send your own stuff onto the github as pull requests.I don't like the idea of getting pop ups for discovering things, I just want the research unlock system
Sure! We offer a large amount of mod options. I'd recommend turning on "Display discoveries only if they are tied to unlocks"Compatibility
Works with literally everything.Mid-save?
I think adding is fine. Don't remove it.Best paired with
- Semi Random Research: Progression Fork, for further overhauling the research experience to make it more satisfying.
- Triumphant Research, for a more engaging project completion.
Credits
- Taranchuk - C#
- Annulet of absorption by CosmicD -- https://freesound.org/s/133008/ -- License: Attribution 4.0
