Difference between revisions of "Research"
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== Mechanics == | == Mechanics == | ||
− | A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. | + | A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]], and [[Biotech DLC]] require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed. |
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty. | Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty. | ||
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| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]]. | | Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]]. | ||
| 400 | | 400 | ||
− | | 400 | + | | 400 {{Ref label|Classic Start|B}} |
| 400 {{Ref label|Tribal Start|A}} | | 400 {{Ref label|Tribal Start|A}} | ||
| None | | None | ||
Line 472: | Line 472: | ||
|- id="Advanced lights" | |- id="Advanced lights" | ||
! Advanced lights | ! Advanced lights | ||
− | | | + | | Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps. |
| 300 | | 300 | ||
| 300 | | 300 | ||
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| style="text-align:left;" | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | | style="text-align:left;" | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
− | |- id="Foam | + | |- id="Foam turret" |
− | ! Foam | + | ! Foam turret |
− | | Produce a [[ | + | | Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]]. |
| 800 | | 800 | ||
| 800 | | 800 | ||
Line 578: | Line 578: | ||
| [[#Gun turrets|Gun turrets]]<br/>[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}} | | [[#Gun turrets|Gun turrets]]<br/>[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}} | ||
| Simple | | Simple | ||
− | | style="text-align:left;" | {{#ask: [[Required Research::Foam | + | | style="text-align:left;" | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} |
|- id="Microelectronics" | |- id="Microelectronics" | ||
Line 939: | Line 939: | ||
| Simple<br/>1x [[Nano structuring chip]] | | Simple<br/>1x [[Nano structuring chip]] | ||
| style="text-align:left;" | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | | style="text-align:left;" | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Security door" | ||
+ | ! Security door {{AnomalyIcon}} | ||
+ | | Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in. | ||
+ | | 700 | ||
+ | | 700 | ||
+ | | 1400 | ||
+ | | [[#Autodoor|Autodoor]] | ||
+ | | Simple | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Security door]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Turret pack" | ||
+ | ! Turret pack {{AnomalyIcon}} | ||
+ | | Build a wearable pack that allows a user to deploy a battery-powered turret. | ||
+ | | 1400 | ||
+ | | 1400 | ||
+ | | 2800 | ||
+ | | [[#Gun turrets|Gun turrets]]<br/>[[#Microelectronics|Microelectronics]] | ||
+ | | Hi-tech | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Turret pack]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
|} | |} | ||
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked | :{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked | ||
Line 955: | Line 975: | ||
! width="250px" | Unlocks | ! width="250px" | Unlocks | ||
− | |- id="Cryptosleep | + | |- id="Cryptosleep casket" |
− | ! Cryptosleep | + | ! Cryptosleep casket |
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation. | | Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation. | ||
| 2000 | | 2000 | ||
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| [[#Multi-analyzer|Multi-analyzer]] | | [[#Multi-analyzer|Multi-analyzer]] | ||
| Hi-tech (Multi-analyzer) | | Hi-tech (Multi-analyzer) | ||
− | | style="text-align:left;" | {{#ask: [[Required Research::Cryptosleep | + | | style="text-align:left;" | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} |
|- id="Recon armor" | |- id="Recon armor" | ||
Line 1,233: | Line 1,253: | ||
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked | :{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked | ||
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description. | :{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description. | ||
+ | |||
+ | == Anomaly == | ||
+ | {{Stub|section=1|reason=This System has way more to it than just the projects itself, and may even require splitting}} <!-- may be a good idea to split basic and advanced into two tables --> <!-- potentially make serums their own as well? --> | ||
+ | Void-related technologies are unlocked by pawns with the Dark Study job studying ([[Void_monolith|Void monoliths]], or [[Entities|entities]]). Anomaly Research Projects are a completely separate technology tree from the normal research tree. Most Anomaly Research Projects can be researched after encountering its associated entity and completing any prerequisite projects. One Basic and one Advanced research project can be studied simultaneously, and advanced research points gained with no project selected will benefit a basic project if one is selected. Studying Anomaly objects will produce research points depending on the type object studied. For example, studying a [[Gorehulk|Gorehulk]] might yield 0.30 basic research points, but studying a [[Revenant|Revenant]] might yield 0.45 advanced research points. For this reason, it is a good idea to have numerous entities in [[containment|containment]] in order to advance the Anomaly research tree. | ||
+ | {| {{STDT| sortable c_07 text-center}} | ||
+ | ! Name | ||
+ | ! Description | ||
+ | ! Base cost <!-- knowledgeCost--> | ||
+ | ! Required Research <!-- prerequisites --> | ||
+ | ! Entity Codex Requirement | ||
+ | ! Category <!-- There are 6 categories of research, but only 5 listed --> <!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --> | ||
+ | ! Required [[Entities|Entity]] Tier <!-- knowledgeCategory --> <!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --> | ||
+ | ! width="250px" | Unlocks | ||
+ | |||
+ | <!-- Bioferrite content --> | ||
+ | |||
+ | |- id="Bioferrite harvesting" | ||
+ | ! Bioferrite harvesting {{AnomalyIcon}} | ||
+ | | Build bioferrite harvesters to generate [[Bioferrite|bioferrite]] from captured [[Entities|entities]] contained in [[Holding platform|holding platforms]]. | ||
+ | | 10 | ||
+ | | [[#Electricity|Electricity]] | ||
+ | | | ||
+ | | Bioferrite | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Bioferrite harvesting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Bioferrite shaping" | ||
+ | ! Bioferrite shaping {{AnomalyIcon}} | ||
+ | | Shape and re-form [[Bioferrite|bioferrite]] into useful tools, weapons, flooring, and more. | ||
+ | | 20 | ||
+ | | [[#Bioferrite harvesting|Bioferrite harvesting]] | ||
+ | | | ||
+ | | Bioferrite | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Bioferrite shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Bioferrite weaponry" <!-- for some reason its def name is BioferriteIgnition --> | ||
+ | ! Bioferrite weaponry {{AnomalyIcon}} | ||
+ | | Create advanced [[Weapons|weapons]] that use [[Bioferrite|bioferrite]] as a fuel source. | ||
+ | | 60 | ||
+ | | [[#Bioferrite shaping|Bioferrite shaping]]<br/>[[#Precision rifling|Precision rifling]] | ||
+ | | | ||
+ | | Bioferrite | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Bioferrite generator" | ||
+ | ! Bioferrite generator {{AnomalyIcon}} | ||
+ | | Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel. | ||
+ | | 40 | ||
+ | | [[#Electroharvester|Electroharvester]] | ||
+ | | | ||
+ | | Bioferrite | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Void sculptures" | ||
+ | ! Void sculptures {{AnomalyIcon}} | ||
+ | | Craft special void sculptures from [[Bioferrite|bioferrite]] to enhance the quality of [[Psychic rituals|psychic rituals]]. | ||
+ | | 25 | ||
+ | | [[#Bioferrite harvesting|Bioferrite harvesting]]<br/>[[#Void provocation|Void provocation]] | ||
+ | | | ||
+ | | Bioferrite | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Insanity weaponry" | ||
+ | ! Insanity weaponry {{AnomalyIcon}} | ||
+ | | Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]]. | ||
+ | | 30 | ||
+ | | [[#Bioferrite shaping|Bioferrite shaping]] | ||
+ | | [[Nociosphere]] | ||
+ | | Bioferrite | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Mutation weaponry" | ||
+ | ! Mutation weaponry {{AnomalyIcon}} | ||
+ | | Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures. | ||
+ | | 35 | ||
+ | | [[#Bioferrite shaping|Bioferrite Shaping]] | ||
+ | | [[Fleshmass nucleus]] | ||
+ | | Bioferrite | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Atmospheric heater" | ||
+ | ! Atmospheric heater {{AnomalyIcon}} | ||
+ | | Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region. | ||
+ | | 60 | ||
+ | | [[#Bioferrite generator|Bioferrite generator]] | ||
+ | | | ||
+ | | Bioferrite | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Frenzy inducer" | ||
+ | ! Frenzy inducer {{AnomalyIcon}} | ||
+ | | Build [[Shard|shard]]-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby. | ||
+ | | 60 | ||
+ | | [[#Sleep suppressor|Sleep suppressor]] | ||
+ | | | ||
+ | | Bioferrite | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Frenzy inducer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Sleep suppressor" | ||
+ | ! Sleep suppressor {{AnomalyIcon}} | ||
+ | | Build [[Shard|shard]]-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby. | ||
+ | | 30 | ||
+ | | [[#Bioferrite harvesting|Bioferrite harvesting]]<br/>[[#Entity containment|Entity containment]] | ||
+ | | | ||
+ | | Bioferrite | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Sleep suppressor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | <!-- Containment content --> | ||
+ | |||
+ | |- id="Entity containment" | ||
+ | ! Entity containment {{AnomalyIcon}} | ||
+ | | Build holding platforms and inhibitors to better contain [[Entities|entities]]. | ||
+ | | 10 | ||
+ | | [[#Electricity|Electricity]] | ||
+ | | | ||
+ | | Containment | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Entity containment]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Electroharvester" | ||
+ | ! Electroharvester {{AnomalyIcon}} | ||
+ | | Build a [[Generator|generator]] that draws [[Power|electricity]] from contained [[Entities|entities]]. This process aggravates entities, making them harder to contain. | ||
+ | | 30 | ||
+ | | [[#Entity containment|Entity containment]] | ||
+ | | | ||
+ | | Containment | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Electroharvester]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Disruptor flares" | ||
+ | ! Disruptor flares {{AnomalyIcon}} | ||
+ | | Build [[Bioferrite|bioferrite]]-based flare packs that reveal invisible creatures and light up an area. | ||
+ | | 30 | ||
+ | | [[#Entity containment|Entity Containment]]<br/>[[#Bioferrite shaping|Bioferrite Shaping]] | ||
+ | | | ||
+ | | Containment | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Disruptor flares]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Proximity detector" | ||
+ | ! Proximity detector {{AnomalyIcon}} | ||
+ | | Build a device that can detect invisible creatures. | ||
+ | | 15 | ||
+ | | [[#Entity containment|Entity containment]] | ||
+ | | [[Sightstealer]] | ||
+ | | Containment | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Proximity detector]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | <!-- Psychic rituals --> | ||
+ | |||
+ | |- id="Void provocation" <!-- def name is BasicPsychicRituals --> | ||
+ | ! Void provocation {{AnomalyIcon}} | ||
+ | | Build a [[Psychic ritual spot|psychic ritual spot]] and perform [[Psychic rituals|psychic rituals]]. Use the void provocation ritual to discover new [[Entities|entities]]. | ||
+ | | 5 | ||
+ | | None | ||
+ | | | ||
+ | | Psychic ritual | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Void provocation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Draw animals" <!-- for some reason its def name is SummonAnimals --> | ||
+ | ! Draw animals {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] which will draw a herd of [[Animals|animals]]. | ||
+ | | 20 | ||
+ | | [[#Void provocation|Void provocation]] | ||
+ | | | ||
+ | | Psychic ritual | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Draw animals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Draw shamblers" <!-- for some reason its def name is SummonShamblers --> | ||
+ | ! Draw shamblers {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] which will draw a horde of [[Shambler|animated corpses]]. While hostile, the corpses won't attack your colony directly. They can be captured for study. | ||
+ | | 25 | ||
+ | | [[#Draw animals|Draw animals]] | ||
+ | | [[Shambler]] | ||
+ | | Psychic ritual | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Draw shamblers]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Chronophagy" | ||
+ | ! Chronophagy {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets. | ||
+ | | 30 | ||
+ | | [[#Psychophagy|Psychophagy]] | ||
+ | | | ||
+ | | Psychic ritual | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Chronophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Psychophagy" | ||
+ | ! Psychophagy {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] which deadens a target's [[Psychic sensitivity|psychic sensitivity]] and temporarily boosts the ritual invoker's [[Psychic sensitivity|psychic sensitivity]]. The target will suffer brain damage as a side-effect. | ||
+ | | 20 | ||
+ | | [[#Void provocation|Void provocation]] | ||
+ | | | ||
+ | | Psychic ritual | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Psychophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Skip abduction" | ||
+ | ! Skip abduction {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] that abducts a random [[Hostile|hostile]] person from anywhere in the world, putting them in a short-term coma for capture. | ||
+ | | 40 | ||
+ | | [[#Void provocation|Void provocation]] | ||
+ | | | ||
+ | | Psychic ritual | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Skip abduction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Summon fleshbeasts" | ||
+ | ! Summon fleshbeasts {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] which provokes [[Fleshbeasts|fleshbeasts]] to emerge from the ground near enemies, attacking anyone nearby. | ||
+ | | 30 | ||
+ | | [[#Draw animals|Draw animals]] | ||
+ | | [[Fleshbeast]] | ||
+ | | Psychic ritual | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | <!-- Advanced psychic rituals --> | ||
+ | |||
+ | |- id="Advanced psychic rituals" | ||
+ | ! Advanced psychic rituals {{AnomalyIcon}} | ||
+ | | Perform advanced [[Psychic rituals|psychic rituals]]. | ||
+ | | 15 | ||
+ | | [[#Void provocation|Void provocation]] | ||
+ | | | ||
+ | | Psychic ritual | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Advanced psychic rituals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Provoke pit gate" <!-- def name is SummonPitGate --> | ||
+ | ! Provoke [[Pit gate|pit gate]] {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] which causes underground [[Fleshbeasts|fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources. | ||
+ | | 80 | ||
+ | | [[#Advanced psychic rituals|Advanced psychic rituals]] | ||
+ | | [[Dreadmeld]] | ||
+ | | Psychic ritual | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Provoke pit gate]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Death refusal" | ||
+ | ! Death refusal {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] which grants death refusal to an individual, allowing them to self-resurrect once after dying. | ||
+ | | 30 | ||
+ | | [[#Advanced psychic rituals|Advanced psychic rituals]] | ||
+ | | [[Unnatural corpse]] | ||
+ | | Psychic ritual | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Death refusal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Philophagy" | ||
+ | ! Philophagy {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage. | ||
+ | | 30 | ||
+ | | [[#Chronophagy|Chronophagy]]<br/>[[#Advanced psychic rituals|Advanced psychic rituals]] | ||
+ | | | ||
+ | | Psychic ritual | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Philophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Pleasure pulse" | ||
+ | ! Pleasure pulse {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region happier but reduces their desire to work. | ||
+ | | 30 | ||
+ | | [[#Advanced psychic rituals|Advanced psychic rituals]] | ||
+ | | [[Golden cube]] | ||
+ | | Psychic ritual | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Pleasure pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Neurosis pulse" | ||
+ | ! Neurosis pulse {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region work faster but become more irritable. | ||
+ | | 40 | ||
+ | | [[#Advanced psychic rituals|Advanced psychic rituals]] | ||
+ | | [[Blood rain]] | ||
+ | | Psychic ritual | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Neurosis pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Blood rain" | ||
+ | ! Blood rain {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage. | ||
+ | | 50 | ||
+ | | [[#Advanced psychic rituals|Advanced psychic rituals]] | ||
+ | | [[Blood rain]] | ||
+ | | Psychic ritual | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Blood rain]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Brainwipe" | ||
+ | ! Brainwipe {{AnomalyIcon}} | ||
+ | | Perform a [[Psychic rituals|psychic ritual]] which erases much of a person's episodic memories. Traumatic events will be forgotten. [[Prisoner#Resistance|Resistant prisoners]] will become easier to [[Prisoner#Recruit|recruit]]. Allows recruiting unwaveringly loyal prisoners. | ||
+ | | 40 | ||
+ | | [[#Philophagy|Philophagy]] | ||
+ | | [[Revenant]] | ||
+ | | Psychic ritual | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Brainwipe]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | <!-- Serums --> | ||
+ | |||
+ | |- id="Serum synthesis" | ||
+ | ! Serum synthesis {{AnomalyIcon}} | ||
+ | | Build a serum lab to synthesize high-tech serums. Serums harness [[Archotech|archotechnological]] power to bestow a temporary effect on the user. | ||
+ | | 15 | ||
+ | | [[#Bioferrite shaping|Bioferrite shaping]] | ||
+ | | | ||
+ | | Serums | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Serum synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Metalblood serum" | ||
+ | ! Metalblood serum {{AnomalyIcon}} | ||
+ | | Synthesize metalblood serums that make the user more resistant to damage. | ||
+ | | 35 | ||
+ | | [[#Serum synthesis|Serum synthesis]] | ||
+ | | [[Metalhorror]] | ||
+ | | Serums | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Metalblood serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Mind-numb serum" | ||
+ | ! Mind-numb serum {{AnomalyIcon}} | ||
+ | | Synthesize a serum that stabilizes a person's mood, preventing [[Mental break|mental breaks]]. | ||
+ | | 35 | ||
+ | | [[#Serum synthesis|Serum synthesis]] | ||
+ | | | ||
+ | | Serums | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Mind-numb serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Juggernaut serum" | ||
+ | ! Juggernaut serum {{AnomalyIcon}} | ||
+ | | Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood. | ||
+ | | 35 | ||
+ | | [[#Serum synthesis|Serum synthesis]] | ||
+ | | [[Chimera]] | ||
+ | | Serums | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | <!-- Misc --> | ||
+ | |||
+ | |- id="Bliss lobotomy" | ||
+ | ! Bliss lobotomy {{AnomalyIcon}} | ||
+ | | Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor. | ||
+ | | 25 | ||
+ | | [[#Bioferrite harvesting|Bioferrite harvesting]] | ||
+ | | [[Gorehulk]] | ||
+ | | Misc | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Ghoul infusion" | ||
+ | ! Ghoul infusion {{AnomalyIcon}} | ||
+ | | Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat. | ||
+ | | 30 | ||
+ | | [[#Bioferrite harvesting|Bioferrite harvesting]] | ||
+ | | [[Ghoul]] | ||
+ | | Misc | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Ghoul enhancements" | ||
+ | ! Ghoul enhancements {{AnomalyIcon}} | ||
+ | | Craft [[Bioferrite|bioferrite]] [[Artificial body parts|prosthetics]] to make [[Ghoul|ghouls]] stronger. | ||
+ | | 40 | ||
+ | | [[#Ghoul infusion|Ghoul infusion]] | ||
+ | | [[Ghoul]] | ||
+ | | Misc | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Ghoul enhancements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Ghoul resurrection" | ||
+ | ! Ghoul resurrection {{AnomalyIcon}} | ||
+ | | Synthesize a serum that can bring dead [[Ghoul|ghouls]] back to life. | ||
+ | | 20 | ||
+ | | [[#Serum synthesis|Serum synthesis]]<br/>[[#Ghoul infusion|Ghoul enhancements]] | ||
+ | | [[Ghoul]] | ||
+ | | Misc <!-- says serum but it's considered misc in defs --> | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Deadlife dust" | ||
+ | ! Deadlife dust {{AnomalyIcon}} | ||
+ | | Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies. | ||
+ | | 60 | ||
+ | | [[#Bioferrite shaping|Bioferrite shaping]] | ||
+ | | [[Death pall]] | ||
+ | | Misc | ||
+ | | Basic | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |||
+ | |- id="Revenant invisibility" | ||
+ | ! Revenant invisibility {{AnomalyIcon}} | ||
+ | | Modify a [[Revenant spine|revenant spine]] so that it can be implanted in a human, allowing them to become temporarily invisible. | ||
+ | | 40 | ||
+ | | [[#Disruptor flares|Disruptor flares]] | ||
+ | | [[Revenant]] | ||
+ | | Misc | ||
+ | | Advanced | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
+ | |} | ||
+ | :{{Note label||Anomaly Research Points|A}} Progress towards anomaly research requires studying [[Entities|entities]], and is separate from normal research progress. | ||
+ | :{{Note label||Anomaly Research Points|B}} Basic and advanced techs require their respective entity tier to progress research. | ||
+ | :{{Note label||Anomaly Research Points|C}} "The Anomaly" scenario starts with a single [[holding platform]] and [[proximity detector]] | ||
+ | :{{Note label||Anomaly Research Points|D}} Anomaly research tree can be unlocked upon investigating a "fallen monolith" | ||
+ | |||
+ | === Void study === | ||
+ | {{Ideology|section=1}} | ||
+ | The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days. | ||
== Analysis == | == Analysis == | ||
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]]. | This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]]. | ||
− | + | The key criterion is what is most likely to affect your survivability right now. For example, for a [[New Tribe]] [[ice sheet]] colony, that may be getting [[#Complex clothing|Complex clothing]] for [[parka]]s to let you function outside for extended periods. | |
− | The | + | |
+ | Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing [[#Flak armor|Flak armor]] and [[#Gas operation|Gas operation]] a solid option as not only will they give you equipment that can carry you into the end game, the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - [[#Smithing|Smithing]] unlocks [[mace]]s for good early melee, [[#Machining|Machining]] gives you [[frag grenades]] to dominate melee threats etc. | ||
+ | |||
+ | Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression. | ||
+ | |||
+ | This may look something like this: | ||
# One of:{{Ref label|Power|1}} | # One of:{{Ref label|Power|1}} | ||
#* [[Batteries]] and [[solar generator]]s | #* [[Batteries]] and [[solar generator]]s | ||
#* [[Watermill generator]]s | #* [[Watermill generator]]s | ||
#* [[Geothermal generator]] | #* [[Geothermal generator]] | ||
− | # [[ | + | # [[#Microelectronics|Microelectronics]] {{Ref label|Micro|2}} |
# [[Multi-analyzer]] {{Ref label|Multi|3}} | # [[Multi-analyzer]] {{Ref label|Multi|3}} | ||
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}} | # [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}} | ||
− | |||
'''Notes:''' | '''Notes:''' | ||
:{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. | :{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. | ||
− | :In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s. | + | :In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s initially. |
:{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s. | :{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s. | ||
:{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s. | :{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s. | ||
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== Gallery == | == Gallery == | ||
Line 1,285: | Line 1,712: | ||
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]]. | * [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]]. | ||
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -> [[#Machining|Machining]]. | * [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -> [[#Machining|Machining]]. | ||
+ | * [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI. | ||
+ | * [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research. | ||
[[Category:Research]] | [[Category:Research]] |
Latest revision as of 17:00, 29 August 2024
|
Research is the primary method through which players can enhance and expand the abilities of their colony. Certain buildings and gear require research in order to be built.
Mechanics[edit]
A research bench is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the Royalty DLC, and Biotech DLC require additional unlocking using items such as techprints and mechanoid chips respectively, and only then would research be allowed.
Once a project is selected, a researcher will work at the bench to generate research points. Research Speed is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.
Your faction's tech level determines research point costs, and therefore time spent researching. New Arrivals start at an Industrial level, and have normal costs for all research. New Tribes start at a Neolithic tech level, so certain research costs are increased:
- Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete.
- Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.
Both New Arrivals and New Tribes start with certain projects already researched. Specific scenarios can add, but not remove, pre-researched topics.
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.
Research speed[edit]
The number of research points gained is based on the researcher's research speed factor, which is largely based on their intellectual skill. The number of research points gained per tick is calculated with the following equation:
0.00825 × Pawn Research Speed × Building Research Speed Factor × Difficulty Factor
Where:
- 0.00825 points/tick is the base research factor.[Note]
- Pawn Research Speed is the research speed stat from the researcher. This depends on other factors, like health capacities and global work speed.
- Building Research Speed Factor is the multiplier from the research station. This depends on other factors, like whether the building is outdoors, the temperature, the cleanliness of the room, and if any facilities are connected. The following are the base factors:
- Simple research bench: ×0.75
- Hi-tech research bench: ×1.00
- Hi-tech research bench with Multi-analyzer: ×1.10
- Difficulty Factor is the multiplier from the chosen difficulty settings. The factors for the default difficulties are:
- Peaceful and Community Builder (Easy) - x1.2
- Adventure Story (Normal) and Strive to Survive (Rough) - x1
- Blood and Dust (Hard) - x0.95
- Losing is Fun (Extreme) - x0.9
Research Speed Per Level | Points Per 2,500 ticks (1 in-game hour) Per Difficulty | ||||
---|---|---|---|---|---|
Skill | Research Speed | Peaceful/Easy (x1.2) | Medium/Rough (x1) | Hard (x0.95) | Extreme (x0.9) |
0 | 8% | 1.98 | 1.65 | 1.568 | 1.485 |
1 | 19.5% | 4.826 | 4.022 | 3.821 | 3.62 |
2 | 31% | 7.673 | 6.394 | 6.074 | 5.754 |
3 | 42.5% | 10.519 | 8.766 | 8.327 | 7.889 |
4 | 54% | 13.365 | 11.138 | 10.581 | 10.024 |
5 | 65.5% | 16.211 | 13.509 | 12.834 | 12.158 |
6 | 77% | 19.058 | 15.881 | 15.087 | 14.293 |
7 | 88.5% | 21.904 | 18.253 | 17.34 | 16.428 |
8 | 100% | 24.75 | 20.625 | 19.594 | 18.563 |
9 | 111.5% | 27.596 | 22.997 | 21.847 | 20.697 |
10 | 123% | 30.443 | 25.369 | 24.1 | 22.832 |
11 | 134.5% | 33.289 | 27.741 | 26.354 | 24.967 |
12 | 146% | 36.135 | 30.113 | 28.607 | 27.101 |
13 | 157.5% | 38.981 | 32.484 | 30.86 | 29.236 |
14 | 169% | 41.828 | 34.856 | 33.113 | 31.371 |
15 | 180.5% | 44.674 | 37.228 | 35.367 | 33.505 |
16 | 192% | 47.52 | 39.6 | 37.62 | 35.64 |
17 | 203.5% | 50.366 | 41.972 | 39.873 | 37.775 |
18 | 215% | 53.213 | 44.344 | 42.127 | 39.909 |
19 | 226.5% | 56.059 | 46.716 | 44.38 | 42.044 |
20 | 238% | 58.905 | 49.088 | 46.633 | 44.179 |
Research Projects[edit]
Neolithic Research Projects[edit]
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | Unlocks |
---|---|---|---|---|---|---|---|
Psychoid brewing | Prepare psychoid leaves into a mildly euphoria-inducing and addictive tea at the campfire or cooking stove. | 500 | 500 | 500 [A] | None | Simple | |
Tree sowing | Sow the local biome's natural trees in your fields. | 1000 | 1000 | 1000 [A] | None | Simple | |
Beer brewing | Allows you to build a brewery and fermenting vats to transform hops into tasty, tasty beer. | 400 | 400 | 400 | None | Simple | |
Passive cooler | Make passive coolers, to cool indoor spaces without using electricity. | 400 | 400 [B] | 400 [A] | None | Simple | |
Cocoa | Sow cocoa trees to create your own delicious chocolate. Eating chocolate fulfills the need for recreation, and it's valuable on the market too. | 1000 | 1000 | 1000 | Tree sowing | Simple | |
Devilstrand | Plant devilstrand, a slow-growing mushroom that yields an exceptionally tough, tear resistant plant fiber. | 800 | 800 | 800 | None | Simple | |
Pemmican | Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. | 500 | 500 | 500 [A] | None | Simple | |
Recurve bow | Build the recurve bow, an effective and inexpensive ranged weapon. | 400 | 400 | 400 [A] | None | Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Medieval Research Projects[edit]
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | Unlocks |
---|---|---|---|---|---|---|---|
Complex clothing | Tailor complicated garments like pants, dusters, and cowboy hats. | 600 | 600 [B] | 900 | None | Simple | |
Complex furniture | Build complex furniture like beds, end tables, dining chairs, armchairs, dressers, tool cabinets, billiard tables[sic], and poker tables, vents, sarcophagi, and more. | 300 | 300 [B] | 450 | None | Simple |
|
Carpet making | Weave beautiful carpets from cloth. | 800 | 800 | 1200 | None | Simple | |
Smithing | Build smithies for crafting metal weapons and tools. Allows you to craft simple weapons like knives, gladii, and maces. Work metal into clean, beautiful floor tiles. | 700 | 700 | 1050 | None | Simple | |
Stonecutting | Cut rock chunks into stone blocks for use in construction. Build beautiful stone tile floors or ugly concrete walkways. | 300 | 300 [B] | 450 | None | Simple | |
Long blades | Craft longswords and spears. | 400 | 400 | 600 | Smithing | Simple | |
Plate armor | Smith suits of plate armor from metal or wood. This heavy armor noticeably slows movement, but protects very effectively. | 600 | 600 | 900 | Smithing Complex clothing |
Simple | |
Greatbow | Craft greatbows for killing enemies at great range. | 600 | 600 | 900 | Recurve bow | Simple | |
Noble apparel | Tailor noble-specific apparel like formal shirts and royal robes. | 400 | 400 | 600 | Complex clothing | Simple | |
Royal apparel | Tailor royal apparel of the highest tier, like royal robes and crowns. | 400 | 400 | 600 | Noble apparel Smithing [C] |
Simple | |
Harp | Craft the harp, a simple stationary musical instrument popular among nobility in some cultures. | 500 | 500 | 750 | Complex furniture | Simple | |
Harpsichord | Craft the Harpsichord, a complex stationary musical instrument. | 500 | 500 | 750 | Harp Smithing |
Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Industrial Research Projects[edit]
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | Unlocks |
---|---|---|---|---|---|---|---|
Drug production | Build a drug lab for basic drug synthesis. Further research is required to make specific drugs. | 500 | 500 | 1000 | None | Simple | |
Psychite refining | Refine psychoid leaves into flake and yayo, different forms of the euphoric drug psychite. | 400 | 400 | 800 | Drug production | Simple | |
Wake-up production | Synthesize wake-up, a work performance-enhancing drug which replaces the need for sleep. | 600 | 600 | 1200 | Drug production | Simple | |
Go-juice production | Produce go-juice, a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain. | 1000 | 1000 | 2000 | Drug production | Simple | |
Penoxycyline production | Produce Penoxycyline a disease prevention drug which blocks plague, malaria, and more before they start. | 500 | 500 | 1000 | Drug production | Simple | |
Electricity | Harness the power of electricity for a hundred different tasks. | 1600 | 1600 [B] | 3200 | None | Simple | |
Battery | Build batteries for storing electricity. | 400 | 400 | 800 | Electricity | Simple | |
Biofuel refining | Build Biofuel refineries to make chemfuel from biological matter like wood or foodstuffs. | 700 | 700 | 1400 | Electricity | Simple | |
Watermill generator | Build watermill generators on rivers to generate a steady supply of power. | 700 | 700 | 1400 | Electricity | Simple | |
Nutrient paste | Build nutrient paste dispensers which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all. | 400 | 400 [B] | 800 | Electricity | Simple | |
Solar panel | Build solar panels for electrical generation. | 600 | 600 | 1200 | Electricity | Simple | |
Air conditioning | Build coolers to make people comfortable in hot weather or to construct freezers for storing perishable goods. | 500 | 500 [B] | 1000 | Electricity | Simple | |
Autodoor | Build autodoors which automatically open when someone approaches without slowing anyone down. | 600 | 600 | 1200 | Electricity | Simple | |
Hydroponics | Build hydroponics basins to rapidly grow crops indoors regardless of the terrain or weather outside. | 700 | 700 | 1400 | Electricity | Simple | |
Tube television | Produce tube televisions for recreational watching. | 1000 | 1000 | 2000 | Electricity Complex furniture [C] |
Simple | |
Packaged survival meal | Produce packaged survival meals, which never go bad. Great for traveling. | 500 | 500 | 1000 | Nutrient paste | Simple | |
Firefoam | Construct firefoam poppers, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames. | 600 | 600 | 1200 | Electricity | Simple | |
IEDs | Build improvised traps from any kind of mortar shell. | 500 | 500 | 1000 | Electricity | Simple | |
Geothermal power | Build geothermal power plants on top of steam geysers, for uninterrupted power. | 3200 | 3200 | 6400 | Electricity | Simple | |
Sterile materials | Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking. | 600 | 600 | 1200 | Electricity | Simple | |
Advanced lights | Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps. | 300 | 300 | 600 | Electricity | Simple | |
Machining | Build machining tables to craft guns, grenades, flak armor, and to shred dead mechanoids for resources. | 1000 | 1000 | 2000 | Electricity Smithing |
Simple | |
Smokepop packs | Build smokepop packs which allow the wearer to deploy a defensive smokescreen. | 300 | 300 | 600 | Machining Complex clothing [C] |
Simple | |
Prosthetics | Build inexpensive prosthetic body parts to replace lost limbs. Requires a skilled doctor to attach. | 600 | 600 | 1200 | Machining | Simple | |
Gunsmithing | Craft simple manually operated guns like revolvers, pump shotguns, bolt-action rifles, and incendiary launchers. | 500 | 500 | 1000 | Machining | Simple | |
Flak armor | Craft clothing with metal armor sewn in to resist bullets and explosions. This weighty armor slows movement slightly. | 1200 | 1200 | 2400 | Machining Plate armor [C] |
Simple | |
Mortars | Build mortars which can lob mortar shells long distances - even over walls. | 2000 | 2000 | 4000 | Gunsmithing | Simple | |
Blowback operation | Craft low-power blowback-operated guns like autopistols and machine pistols. | 500 | 500 | 1000 | Gunsmithing | Simple | |
Gas operation | Craft high-power guns like chain shotguns, LMGs, and heavy SMGs. | 1000 | 1000 | 2000 | Blowback operation | Simple | |
Gun turrets | Produce simple automated gun turrets. | 500 | 500 | 1000 | Blowback operation | Simple | |
Foam turret | Produce a turret which can be activated to spray fire-extinguishing foam. | 800 | 800 | 1600 | Gun turrets Firefoam [C] |
Simple | |
Microelectronics | Work with complex microelectronics. This unlocks the Hi-tech research bench and comms console. | 3000 | 3000 | 6000 | Electricity | Simple | |
Flatscreen television | Produce high-resolution flatscreen televisions for greater enjoyment. | 2000 | 2000 | 4000 | Microelectronics Tube television |
Hi-tech | |
Moisture pump | Construct moisture pumps, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand. | 1200 | 1200 | 2400 | Microelectronics Machining [C] |
Hi-tech | |
Hospital bed | Construct hospital beds which improve medical outcomes. | 1200 | 1200 | 2400 | Microelectronics Sterile materials [C] Complex furniture [C] |
Hi-tech | |
Deep drilling | Build deep drills for extracting resources from deep underground. You'll need a ground-penetrating scanner to find the resources. | 4000 | 4000 | 8000 | Microelectronics | Hi-tech | |
Ground-penetrating scanner | Build ground-penetrating scanners that can detect drillable resources deep under the surface. Requires an advanced component to construct. | 1000 | 1000 | 2000 | Deep drilling | Hi-tech | |
Transport pod | Construct launchable transport pods that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more. | 1000 | 1000 | 2000 | Microelectronics Biofuel refining [C] Machining [C] |
Hi-tech | |
Medicine production | Produce standard industrial-tech medicine by combining herbal medicine, neutroamine, and cloth. | 1500 | 1500 | 3000 | Drug production Microelectronics |
Hi-tech | |
Long-range mineral scanner | Construct long-range mineral scanners your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct. | 2000 | 2000 | 4000 | Microelectronics Machining [C] |
Hi-tech | |
Shields | Build wearable shield gear. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary. | 1000 | 1000 | 2000 | Microelectronics Complex clothing [C] |
Hi-tech | |
Precision rifling | Craft precisely-machined guns like assault rifles and sniper rifles. | 1400 | 1400 | 2800 | Microelectronics Gas operation |
Hi-tech | |
Autocannon turret | Produce the heavy, long-ranged autocannon turret. | 1600 | 1600 | 3200 | Microelectronics Gun turrets Gas operation |
Hi-tech | |
Multibarrel weapons | Assemble miniguns. | 2600 | 2600 | 5200 | Microelectronics Gas operation |
Hi-tech | |
Multi-analyzer | Build multi-analyzers which increase research speed, and allow higher level research projects. | 4000 | 4000 | 8000 | Microelectronics Machining [C] |
Hi-tech | |
Vitals monitor | Builds vitals monitors which improve medical outcomes when placed next to hospital beds. | 2500 | 2500 | 5000 | Multi-analyzer Hospital bed |
Hi-tech (Multi-analyzer) | |
Fabrication | Build fabrication benches, capable of high-tech projects ranging from component assembly to power armor construction. | 4000 | 4000 | 8000 | Multi-analyzer | Hi-tech (Multi-analyzer) | |
Advanced fabrication | Fabricate advanced components from standard components and other materials. | 4000 | 4000 | 8000 | Multi-analyzer | Hi-tech (Multi-analyzer) | |
Uranium slug turret | Produce the armor-penetrating uranium slug turret. It fires uranium slugs which tear though plasteel like paper, but it's less effective at close range. | 3000 | 3000 | 6000 | Multi-analyzer Autocannon turret [C] Precision rifling [C] |
Hi-tech (Multi-analyzer) | |
Rocketswarm launcher | Produce rocketswarm launchers, single-burst turrets which can devastate a wide area at a key moment in battle. | 3000 | 3000 | 6000 | Multi-analyzer Autocannon turret [C] |
Hi-tech (Multi-analyzer) | |
Piano | Craft the piano, an advanced stationary musical instrument. | 2000 | 2000 | 4000 | Harpsichord | Simple | |
Jump packs | Build jump packs to perform aerial assaults during combat | 2000 | 2000 | 4000 | Microelectronics Machining [C] |
Hi-tech 1x Jump packs Techprint |
|
Gunlink | Build wearable gunlinks to enhance your soldiers' shooting accuracy. | 2000 | 2000 | 4000 | Fabrication | Hi-tech | |
Biosculpting | Construct Biosculpter pods which can perform various biological alterations to colonists. These are especially important to believers in transhumanism. | 1500 | 1500 | 3000 | Microelectronics | Hi-tech | |
Bioregeneration | Unlock the biosculpter pod's bioregeneration cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age. | 4000 | 4000 | 8000 | Multi-analyzer Biosculpting |
Hi-tech | |
Neural supercharger | Construct Neural supercharger devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice. | 1500 | 1500 | 3000 | Microelectronics | Hi-tech | |
Toxifier generator | Create toxifier generators which generate electricity, but also spread pollution around themselves. | 500 | 500 | 1000 | Electricity | Simple | |
Xenogenetics | Create xenogerms which can be implanted in a person to genetically modify them. Extract genepacks from living people using a gene extractor so you can reimplant their genes into someone else. | 1000 | 1000 | 2000 | Electricity | Simple | |
Gene processor | Build gene processors, which allow a gene assembler to create xenogerms of higher genetic complexity. | 1500 | 1500 | 3000 | Xenogenetics Microelectronics |
Hi-tech | |
Archogenetics | Allows a gene assembler to use archite capsules to create seemingly-impossible genes. Archite genes and archite capsules can be obtained from traders. | 2500 | 2500 | 5000 | Fabrication Gene Processor |
Hi-tech (Multi-analyzer) | |
Deathrest | Those with the deathrest gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple. | 1000 | 1000 | 2000 | Electricity | Simple | |
Fertility procedures | Perform the surgeries necessary to create a test tube embryo from a fertile man and woman, then implant the embryo in a surrogate mother or growth vat. Also, perform sterilization surgeries on men and women. | 1000 | 1000 | 2000 | Electricity | Simple | |
Tox gas | Produce weapons that utilize caustic tox gas. | 600 | 600 | 1200 | Machining | Simple | |
Basic mechtech | The technology needed for your mechanitor to create and control basic-tier mechanoids. | 200 | 200 | 400 | Electricity | Simple (Mechanitor) | |
Standard mechtech | The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a diabolus threat. | 1000 | 1000 | 2000 | Basic mechtech | Simple (Mechanitor) 1x Signal chip |
|
High mechtech | The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a war queen threat. | 3000 | 3000 | 6000 | Standard mechtech Multi-analyzer |
Hi-tech (Multi-analyzer) 1x Powerfocus chip |
|
Wastepack atomizer | Build wastepack atomizers which can safely dispose of toxic wastepacks by decomposing them at the molecular level. | 5000 | 5000 | 10000 | Advanced fabrication | Simple 1x Nano structuring chip |
|
Security door | Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in. | 700 | 700 | 1400 | Autodoor | Simple | |
Turret pack | Build a wearable pack that allows a user to deploy a battery-powered turret. | 1400 | 1400 | 2800 | Gun turrets Microelectronics |
Hi-tech |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Spacer Research Projects[edit]
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | Unlocks |
---|---|---|---|---|---|---|---|
Cryptosleep casket | Construct cryptosleep caskets, which can put living beings in a state of indefinite suspended animation. | 2000 | 2000 | 4000 | Multi-analyzer | Hi-tech (Multi-analyzer) | |
Recon armor | Craft recon armor, a light powered armor suit used by scout troops who need protection on the move. Note that these also require advanced components. | 6000 | 6000 | 12000 | Fabrication Complex clothing [C] |
Hi-tech (Multi-analyzer) | |
Marine armor | Build marine armor. A general-use powered armor suit used by high-tech shock troops. Note that these also require advanced components. | 6000 | 6000 | 12000 | Recon armor Complex clothing [C] |
Hi-tech (Multi-analyzer) | |
Pulse charged munitions | Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components. | 3000 | 3000 | 6000 | Fabrication Precision rifling [C] |
Hi-tech (Multi-analyzer) | |
Bionic replacements | Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach. | 2000 | 2000 | 4000? | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) | |
Starflight basics | Construct the structural and supportive elements of a starship. This is the first step in building a ship to leave this star system. | 4000 | 4000 | 8000 | Advanced fabrication | Hi-tech (Multi-analyzer) | |
Starflight sensors | Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance. | 4000 | 4000 | 8000 | Starflight basics Long-range mineral scanner |
Hi-tech (Multi-analyzer) | |
Vacuum cryptosleep casket | Construct hardened ship cryptosleep caskets tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars. | 2800 | 2800 | 5600 | Starflight basics Cryptosleep casket |
Hi-tech (Multi-analyzer) | |
Starship reactor | Build a long-duration nuclear reactor to power a starship. Note that reactors have a long startup process that will attract raiders. | 6000 | 6000 | 12000 | Starflight basics | Hi-tech (Multi-analyzer) | |
Johnson-Tanaka drive | Construct a Johnson-Tanaka drive for a ship. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere. | 6000 | 6000 | 12000 | Starflight basics | Hi-tech (Multi-analyzer) | |
Machine persuasion | Build a reward-signal system to persuade an existing AI persona into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight. | 3000 | 3000 | 6000 | Starflight basics | Hi-tech (Multi-analyzer) | |
Cataphract armor | Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. | 6000 | 6000 | 12000 | Marine armor | Hi-tech (Multi-analyzer) 2x Cataphract Armor Techprint |
|
Brain wiring | Craft brain implants that induce or prevent blunt sensations like joy or pain. | 2000 | 2000 | 4000 | Microelectronics Prosthetics [C] |
Hi-tech 1x Brain Wiring Techprint |
|
Specialized limbs | Craft specialized bionic limbs built for specific purposes - both combat and labor. | 2000 | 2000 | 4000 | Microelectronics Prosthetics |
Hi-tech 1x Specialized Limbs Techprint |
|
Compact weaponry | Craft compact, concealable bionic weapons which can be embedded in various body parts. | 2000 | 2000 | 4000 | Microelectronics Prosthetics |
Hi-tech 1x Compact Weaponry Techprint |
|
Poison synthesis | Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks. | 2000 | 2000 | 4000 | Compact weaponry | Hi-tech 1x Poison Synthesis Techprint |
|
Toxin filtration | Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Simple | |
Growth vats | Construct growth vats which can gestate an embryo or accelerate a child's growth. | 500 | 500 | 1000 | Microelectronics | Hi-tech |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Ultra Research Projects[edit]
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | Unlocks |
---|---|---|---|---|---|---|---|
Artificial metabolism | Craft bionics that process food more safely or efficiently than a biological stomach. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Artificial Metabolism Techprint |
|
Neural computation | Craft brain implants that assist thought and learning by use of a direct, shallow brain-computer interface. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Neural Computation Techprint |
|
Skin hardening | Craft bionic implants which induce the toughening of natural skin, producing an armor-like effect. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Skin Hardening Techprint |
|
Healing factors | Craft bionics that enhance natural healing processes. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Healing Factors [[Techprint] |
|
Flesh shaping | Craft bionics which induce the reshaping of natural flesh, usually for the purposes of aesthetic enhancement or personal pleasure. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Flesh Shaping Techprint |
|
Molecular analysis | Craft bionics with molecular analyzers for assisting the immune system or analyzing food. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Molecular Analysis Techprint |
|
Circadian influence | Craft brain implants that chemically manipulate the circadian rhythm, reducing or altering the need to sleep. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Circadian Influence Techprint |
|
Ultra mechtech | The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an apocriton threat. | 5000 | 5000 | 10000 | High mechtech Fabrication |
Hi-tech (Multi-analyzer) 1x Nano structuring chip |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Anomaly[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: This System has way more to it than just the projects itself, and may even require splitting. |
Void-related technologies are unlocked by pawns with the Dark Study job studying (Void monoliths, or entities). Anomaly Research Projects are a completely separate technology tree from the normal research tree. Most Anomaly Research Projects can be researched after encountering its associated entity and completing any prerequisite projects. One Basic and one Advanced research project can be studied simultaneously, and advanced research points gained with no project selected will benefit a basic project if one is selected. Studying Anomaly objects will produce research points depending on the type object studied. For example, studying a Gorehulk might yield 0.30 basic research points, but studying a Revenant might yield 0.45 advanced research points. For this reason, it is a good idea to have numerous entities in containment in order to advance the Anomaly research tree.
Name | Description | Base cost | Required Research | Entity Codex Requirement | Category | Required Entity Tier | Unlocks
|
---|---|---|---|---|---|---|---|
Bioferrite harvesting | Build bioferrite harvesters to generate bioferrite from captured entities contained in holding platforms. | 10 | Electricity | Bioferrite | Basic | ||
Bioferrite shaping | Shape and re-form bioferrite into useful tools, weapons, flooring, and more. | 20 | Bioferrite harvesting | Bioferrite | Basic | ||
Bioferrite weaponry | Create advanced weapons that use bioferrite as a fuel source. | 60 | Bioferrite shaping Precision rifling |
Bioferrite | Basic | ||
Bioferrite generator | Build power generators that burn bioferrite as a fuel. | 40 | Electroharvester | Bioferrite | Advanced | ||
Void sculptures | Craft special void sculptures from bioferrite to enhance the quality of psychic rituals. | 25 | Bioferrite harvesting Void provocation |
Bioferrite | Basic | ||
Insanity weaponry | Restructure archotech shards into limited-use weapons that shock, manipulate, and destroy enemies using archotechnology. | 30 | Bioferrite shaping | Nociosphere | Bioferrite | Advanced | |
Mutation weaponry | Restructure archotech shards into limited-use weapons that twist living targets into terrifying creatures. | 35 | Bioferrite Shaping | Fleshmass nucleus | Bioferrite | Advanced | |
Atmospheric heater | Build bioferrite-powered heaters that produce enough heat to warm an entire region. | 60 | Bioferrite generator | Bioferrite | Advanced | ||
Frenzy inducer | Build shard-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby. | 60 | Sleep suppressor | Bioferrite | Basic | ||
Sleep suppressor | Build shard-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby. | 30 | Bioferrite harvesting Entity containment |
Bioferrite | Basic |
| |
Entity containment | Build holding platforms and inhibitors to better contain entities. | 10 | Electricity | Containment | Basic | ||
Electroharvester | Build a generator that draws electricity from contained entities. This process aggravates entities, making them harder to contain. | 30 | Entity containment | Containment | Basic | ||
Disruptor flares | Build bioferrite-based flare packs that reveal invisible creatures and light up an area. | 30 | Entity Containment Bioferrite Shaping |
Containment | Basic | ||
Proximity detector | Build a device that can detect invisible creatures. | 15 | Entity containment | Sightstealer | Containment | Basic |
|
Void provocation | Build a psychic ritual spot and perform psychic rituals. Use the void provocation ritual to discover new entities. | 5 | None | Psychic ritual | Basic | ||
Draw animals | Perform a psychic ritual which will draw a herd of animals. | 20 | Void provocation | Psychic ritual | Basic | ||
Draw shamblers | Perform a psychic ritual which will draw a horde of animated corpses. While hostile, the corpses won't attack your colony directly. They can be captured for study. | 25 | Draw animals | Shambler | Psychic ritual | Basic | |
Chronophagy | Perform a psychic ritual that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets. | 30 | Psychophagy | Psychic ritual | Basic | ||
Psychophagy | Perform a psychic ritual which deadens a target's psychic sensitivity and temporarily boosts the ritual invoker's psychic sensitivity. The target will suffer brain damage as a side-effect. | 20 | Void provocation | Psychic ritual | Basic | ||
Skip abduction | Perform a psychic ritual that abducts a random hostile person from anywhere in the world, putting them in a short-term coma for capture. | 40 | Void provocation | Psychic ritual | Basic | ||
Summon fleshbeasts | Perform a psychic ritual which provokes fleshbeasts to emerge from the ground near enemies, attacking anyone nearby. | 30 | Draw animals | Fleshbeast | Psychic ritual | Basic |
|
Advanced psychic rituals | Perform advanced psychic rituals. | 15 | Void provocation | Psychic ritual | Advanced | ||
Provoke pit gate | Perform a psychic ritual which causes underground fleshbeasts to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources. | 80 | Advanced psychic rituals | Dreadmeld | Psychic ritual | Advanced | |
Death refusal | Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. | 30 | Advanced psychic rituals | Unnatural corpse | Psychic ritual | Advanced | |
Philophagy | Perform a psychic ritual that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage. | 30 | Chronophagy Advanced psychic rituals |
Psychic ritual | Advanced | ||
Pleasure pulse | Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. | 30 | Advanced psychic rituals | Golden cube | Psychic ritual | Advanced | |
Neurosis pulse | Perform a psychic ritual that makes everyone in the region work faster but become more irritable. | 40 | Advanced psychic rituals | Blood rain | Psychic ritual | Advanced | |
Blood rain | Perform a psychic ritual which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage. | 50 | Advanced psychic rituals | Blood rain | Psychic ritual | Advanced | |
Brainwipe | Perform a psychic ritual which erases much of a person's episodic memories. Traumatic events will be forgotten. Resistant prisoners will become easier to recruit. Allows recruiting unwaveringly loyal prisoners. | 40 | Philophagy | Revenant | Psychic ritual | Advanced |
|
Serum synthesis | Build a serum lab to synthesize high-tech serums. Serums harness archotechnological power to bestow a temporary effect on the user. | 15 | Bioferrite shaping | Serums | Advanced | ||
Metalblood serum | Synthesize metalblood serums that make the user more resistant to damage. | 35 | Serum synthesis | Metalhorror | Serums | Advanced | |
Mind-numb serum | Synthesize a serum that stabilizes a person's mood, preventing mental breaks. | 35 | Serum synthesis | Serums | Advanced | ||
Juggernaut serum | Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood. | 35 | Serum synthesis | Chimera | Serums | Advanced |
|
Bliss lobotomy | Perform a surgery that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor. | 25 | Bioferrite harvesting | Gorehulk | Misc | Basic | |
Ghoul infusion | Perform a surgery that infuses a living person with an archotech shard, transforming them into a terrifying ghoul. Ghouls are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat. | 30 | Bioferrite harvesting | Ghoul | Misc | Basic | |
Ghoul enhancements | Craft bioferrite prosthetics to make ghouls stronger. | 40 | Ghoul infusion | Ghoul | Misc | Advanced | |
Ghoul resurrection | Synthesize a serum that can bring dead ghouls back to life. | 20 | Serum synthesis Ghoul enhancements |
Ghoul | Misc | Advanced | |
Deadlife dust | Craft devices that produce clouds of microscopic archites. The archites can reanimate corpses to produce deadly shamblers that will only attack your enemies. | 60 | Bioferrite shaping | Death pall | Misc | Basic | |
Revenant invisibility | Modify a revenant spine so that it can be implanted in a human, allowing them to become temporarily invisible. | 40 | Disruptor flares | Revenant | Misc | Advanced |
- A Progress towards anomaly research requires studying entities, and is separate from normal research progress.
- B Basic and advanced techs require their respective entity tier to progress research.
- C "The Anomaly" scenario starts with a single holding platform and proximity detector
- D Anomaly research tree can be unlocked upon investigating a "fallen monolith"
Void study[edit]
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
The void study precept multiplies the amount of knowledge gained from studying by 50%, 75%, 125%, or 150%, depending on which level of the precept you have. For example, a sightstealer provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.
Analysis[edit]
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and biome, colonist skill, personal playstyle/goals, and difficulty.
The key criterion is what is most likely to affect your survivability right now. For example, for a New Tribe ice sheet colony, that may be getting Complex clothing for parkas to let you function outside for extended periods.
Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing Flak armor and Gas operation a solid option as not only will they give you equipment that can carry you into the end game, the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - Smithing unlocks maces for good early melee, Machining gives you frag grenades to dominate melee threats etc.
Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression.
This may look something like this:
Notes:
- 1 You'll want some better source of power. Solar generators are easy to use, and with batteries, are a consistent source of power. Watermill generators can only be used if a river (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar.
- In theory, geothermal generators provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on wind turbines or wood-fired generators initially.
- 2 Microelectronics gives access to hi-tech research bench, which makes research 33% faster. It also gives access to the comms console, an easy source for tradable items, and EMP grenades, which are very powerful against mechanoids.
- 3 A multi-analyzer boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's fabrication bench yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own components.
Gallery[edit]
Version history[edit]
- 0.3.410 - Stonecutter's table now requires research
- Beta 19/1.0 - Split "Hospital beds" into Sterile materials and Hospital beds research projects.
- 1.3.3101 - Bioregeneration research project added.
- 1.3.3200 - Brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis projects now require hi-tech research bench.
- 1.4.3523 - The Colored lights research reworked and renamed to Advanced lights.
- 1.4.3527 - Tox gas research prerequisite: Electricity -> Machining.
- 1.4.3555 - Improved formatting of the research project content source line in the research UI.
- 1.4.3580 - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.