Difference between revisions of "Research"
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|- | |- | ||
! Passive cooler | ! Passive cooler | ||
− | | Make [[ | + | | Make [[passive cooler]]s, a way to cool indoor spaces without using [[Power|electricity]]. |
| Neolithic | | Neolithic | ||
| 400 | | 400 | ||
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|- | |- | ||
! Psychite refining | ! Psychite refining | ||
− | | Learn to refine [[ | + | | Learn to refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite. |
| Industrial | | Industrial | ||
| 400 | | 400 | ||
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|- | |- | ||
! Electric cremation | ! Electric cremation | ||
− | | Build [[ | + | | Build [[crematorium]]s that can vaporize unwanted corpses. |
| Industrial | | Industrial | ||
| 500 | | 500 | ||
Line 133: | Line 133: | ||
|- | |- | ||
! Microelectronics basics | ! Microelectronics basics | ||
− | | The basics of working with delicate, complex electronics. This unlocks the [[Hi-tech research bench]], [[comms console]], [[orbital trade beacon]] and other research projects like [[joy|tube televisions]], and [[cryptosleep casket | + | | The basics of working with delicate, complex electronics. This unlocks the [[Hi-tech research bench]], [[comms console]], [[orbital trade beacon]] and other research projects like [[joy|tube televisions]], and [[cryptosleep casket]]s. |
| Industrial | | Industrial | ||
| 700 | | 700 | ||
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|- | |- | ||
! Penoxycyline production | ! Penoxycyline production | ||
− | | Learn to produce [[Penoxycyline]] which blocks against 3 diseases: [[malaria]], [[ | + | | Learn to produce [[Penoxycyline]] which blocks against 3 diseases: [[malaria]], [[sleeping sickness]], and the [[plague]]. Taken every 5 days for full protection. |
| Industrial | | Industrial | ||
| 500 | | 500 | ||
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|- | |- | ||
! Solar panels | ! Solar panels | ||
− | | Build [[ | + | | Build [[solar panel]]s for electrical generation. (Needed for tribal starts only) |
| Industrial | | Industrial | ||
| 600 | | 600 | ||
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|- | |- | ||
! Nutrient paste | ! Nutrient paste | ||
− | | Build [[nutrient paste dispenser | + | | Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks. |
| Industrial | | Industrial | ||
| 600 | | 600 | ||
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|- | |- | ||
! Hydroponics | ! Hydroponics | ||
− | | Allows you to build [[ | + | | Allows you to build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside. |
| Industrial | | Industrial | ||
| 700 | | 700 | ||
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|- | |- | ||
! Firefoam | ! Firefoam | ||
− | | Allows the construction of [[ | + | | Allows the construction of [[firefoam popper]]s; fire-safety buildings which spread fire-resistant foam in response to encroaching flames. |
| Industrial | | Industrial | ||
| 800 | | 800 | ||
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|- | |- | ||
! Multi-analyzer | ! Multi-analyzer | ||
− | | Allows colonists to build | + | | Allows colonists to build [multi-analyzer]]s which increase research speed, and allow higher level research projects, if placed near a [[Hi-tech research bench|research bench]]. |
| Industrial | | Industrial | ||
| 800 | | 800 | ||
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|- | |- | ||
! Moisture pump | ! Moisture pump | ||
− | | Allows the construction of [[ | + | | Allows the construction of [[moisture pump]]s, which turn wet ground dry. |
| Industrial | | Industrial | ||
| 1200 | | 1200 | ||
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|- | |- | ||
! Machining | ! Machining | ||
− | | Build [[machining table | + | | Build [[machining table]]s to craft [[Modern_Weapons|guns]] and machinery or disassemble dead [[mechanoids]]. |
| Industrial | | Industrial | ||
| 1500 | | 1500 | ||
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|- | |- | ||
! Deep drilling | ! Deep drilling | ||
− | | Allows you to build [[ | + | | Allows you to build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources. |
| Industrial | | Industrial | ||
| 1500 | | 1500 | ||
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|- | |- | ||
! Ship cryptosleep caskets | ! Ship cryptosleep caskets | ||
− | | Allows you to construct [[ship cryptosleep casket | + | | Allows you to construct [[ship cryptosleep casket]]s for transporting cryptosleeping colonists between the stars. |
| Spacer | | Spacer | ||
| 1200 | | 1200 | ||
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|- | |- | ||
! Vitals monitor | ! Vitals monitor | ||
− | | Allows colonists to build [[vitals monitor | + | | Allows colonists to build [[vitals monitor]]s which increase treatment quality if placed next to [[Hospital_bed|medical beds]]. |
| Industrial | | Industrial | ||
| 1600 | | 1600 | ||
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| Build electric smithy and smelters. | | Build electric smithy and smelters. | ||
− | The [[ | + | The [[electric smithy]] allows smithing items without fuel. The electric smelter uses heat and powerful electromagnets to extract useful metal from slag chunks and other items. |
| Industrial | | Industrial | ||
| 1700 | | 1700 | ||
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|- | |- | ||
! Mortars | ! Mortars | ||
− | | Learn to build [[mortar | + | | Learn to build [[mortar]]s which can lob [[mortar shell]]s long distances over walls. |
| Industrial | | Industrial | ||
| 2000 | | 2000 | ||
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|- | |- | ||
! Hospital bed | ! Hospital bed | ||
− | | Allows colonists to construct [[hospital bed | + | | Allows colonists to construct [[hospital bed]]s which increase the chance of successful medical work. |
| Industrial | | Industrial | ||
| 2000 | | 2000 | ||
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|- | |- | ||
! Hydroponics | ! Hydroponics | ||
− | | Allows you to build [[ | + | | Allows you to build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside. |
| Industrial | | Industrial | ||
| 700 | | 700 | ||
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|- | |- | ||
! Cryptosleep caskets | ! Cryptosleep caskets | ||
− | | Allows colonists to construct [[cryptosleep casket | + | | Allows colonists to construct [[cryptosleep casket]]s, which can put living beings in a state of suspended animation. |
| Spacer | | Spacer | ||
| 1100 | | 1100 | ||
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|- | |- | ||
! Powered armor | ! Powered armor | ||
− | | Neuro-mimetic robotics and advanced [[plasteel]] weaving technologies allow you to build the [[ | + | | Neuro-mimetic robotics and advanced [[plasteel]] weaving technologies allow you to build the [[power armor]] and [[power armor helmet]]s. |
| Spacer | | Spacer | ||
| 1600 | | 1600 | ||
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|- | |- | ||
! Charged shot | ! Charged shot | ||
− | | Understand the secrets of pulse-charged energy/projectile munitions. Allows you to build the [[ | + | | Understand the secrets of pulse-charged energy/projectile munitions. Allows you to build the [[charge rifle]]. |
| Spacer | | Spacer | ||
| 1500 | | 1500 | ||
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|- | |- | ||
! Multibarrel weapons | ! Multibarrel weapons | ||
− | | Allows you to build [[ | + | | Allows you to build [[minigun]]s. |
| Industrial | | Industrial | ||
| 3000 | | 3000 |
Revision as of 05:50, 24 September 2017
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Research is the primary method through which players can enhance and expand the abilities of their colony. Certain buildings require research in order to be built.
Once a player constructs a research bench, and selects a project from the list of available research topics, a researcher will work at the bench to generate research points. The rate at which points are generated depends on the researcher's skill level. Multiple research benches worked by researchers will further increase the speed at which points are generated.
Only 1 research project can be actively researched at a given time, regardless of the number of research facilities available. However, you can freely switch between research projects, even if another is already underway. The progress towards finishing the research project is retained.
Research difficulty is related to your faction’s tech level. Researching techs above your level is harder. So if you’re a tribe, researching electricity will be difficult, while industrial colonies will find mastering spaceflight harder.
Research is presented in a tech tree form, with earlier research placed to the left and later research more dependent on the earlier ones placed on the right. 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.
As of version 0.17.1546 (23 May 2017) modders can add separate research tabs for their research projects, so any new research projects appear there, instead of having to be in the main research tab along with base game or other modded research.
Research Projects
As of Alpha 17, the following research projects are available. Prerequisite research listed in (parentheses) is not officially a prerequisite, but is required for the necessary research bench.
Name | Description | Tech level | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench | Required Facilities |
---|---|---|---|---|---|---|---|---|
Batteries | Build batteries for storing electricity. (Needed for tribal starts only) | Industrial | 400 | 400 | 1200 | Electricity | Simple | None |
Autodoors | Build autodoors which open to permit movement without slowing anyone down. | Industrial | 400 | 400 | 1200 | Electricity | Simple | None |
Passive cooler | Make passive coolers, a way to cool indoor spaces without using electricity. | Neolithic | 400 | 400 | 400 | None | Simple | None |
Psychite refining | Learn to refine psychoid leaves into flake and yayo, different forms of the euphoric drug psychite. | Industrial | 400 | 400 | 1200 | Drug production | Simple | None |
Devilstrand | Allows colonists to plant devilstrand, a slow-growing mushroom which yields a valuable plant fiber (also called devilstrand) that can be used to make clothes. | Neolithic | 500 | 500 | 500 | None | Simple | None |
Pemmican | Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. (Research needed only for non-tribal starts) | Neolithic | 500 | 500 | 500 | None | Simple | None |
Complex clothing | Sew complicated garments like pants, dusters, and cowboy hats. (Research needed only for tribal starts) | Medieval | 500 | 500 | 1000 | None | Simple | None |
Electric cremation | Build crematoriums that can vaporize unwanted corpses. | Industrial | 500 | 500 | 1500 | Electric Smelting | Simple | None |
Colored lights | Allows colonists to construct colored lights for decorative purposes. | Industrial | 500 | 500 | 1500 | Electricity | Simple | None |
Microelectronics basics | The basics of working with delicate, complex electronics. This unlocks the Hi-tech research bench, comms console, orbital trade beacon and other research projects like tube televisions, and cryptosleep caskets. | Industrial | 700 | 700 | 2100 | Electricity | Simple | None |
Shipbuilding basics | Allows you to start researching more advanced shipbuilding technologies and eventually build a ship to escape the planet. | Spacer | 1000 | 2000 | 4000 | (Microelectronics basics)
(Multi-analyzer) |
Hi-tech | Multi-analyzer |
Drug production | The basics of drug preparation and synthesis. Allows creation of the drug lab. Further research is required to make specific drugs. | Industrial | 500 | 500 | 1500 | None | Simple | None |
Penoxycyline production | Learn to produce Penoxycyline which blocks against 3 diseases: malaria, sleeping sickness, and the plague. Taken every 5 days for full protection. | Industrial | 500 | 500 | 1500 | Drug production | Simple | None |
Solar panels | Build solar panels for electrical generation. (Needed for tribal starts only) | Industrial | 600 | 600 | 1800 | Electricity | Simple | None |
Air conditioning | Build air conditions to cool rooms in the heat, or to keep freezers. | Industrial | 600 | 600 | 1800 | Electricity | Simple | None |
Wake-up production | Your chemists learn the formulas and techniques for synthesizing wake-up, a work performance-enhancing drug. | Industrial | 600 | 600 | 1800 | Drug production | Simple | None |
Nutrient paste | Build nutrient paste dispensers which efficiently produce edible meals from raw nutritive feedstocks. | Industrial | 600 | 600 | 1800 | Electricity | Simple | None |
Packaged survival meal | Learn to produce packaged survival meals, a preserved and sealed food that never goes bad. Great for travelling. | Industrial | 2000 | 2000 | 6000 | Nutrient paste | Simple | None |
Hydroponics | Allows you to build hydroponics basins to rapidly grow crops indoors regardless of the terrain or weather outside. | Industrial | 700 | 700 | 2100 | Electricity | Simple | None |
Brewing | Allows you to build a brewery to transform hops into tasty, tasty beer. | Neolithic | 700 | 700 | 2100 | None | Simple | None |
Smithing | Build smithies for crafting metal weapons and tools. | Medieval | 700 | 700 | 2100 | None | Simple | None |
Tube television | Allows the production of tube televisions | Industrial | 800 | 800 | 2400 | Microelectronics basics | Simple | None |
Gun turrets | Allows the production of automated gun turrets. | Industrial | 800 | 800 | 2400 | Microelectronics basics | Simple | None |
Firefoam | Allows the construction of firefoam poppers; fire-safety buildings which spread fire-resistant foam in response to encroaching flames. | Industrial | 800 | 800 | 2400 | (Microelectronics basics) | Hi-tech | None |
Multi-analyzer | Allows colonists to build [multi-analyzer]]s which increase research speed, and allow higher level research projects, if placed near a research bench. | Industrial | 800 | 800 | 2400 | Microelectronics basics | Hi-tech | None |
Go-juice production | Learn to produce the synthetic combat-performance-enhancing drug go-juice. | Industrial | 1000 | 1000 | 3000 | Drug production | Simple | None |
Carpet making | Allows colonists to build carpets to increase the quality of their environments. | Medieval | 1200 | 1200 | 2400 | None | Simple | None |
Electricity | Generate and use electricity for cooking and other simple tasks. (Research only needed for tribal starts) | Industrial | 1200 | 1200 | 3600 | None | Simple | None |
Moisture pump | Allows the construction of moisture pumps, which turn wet ground dry. | Industrial | 1200 | 1200 | 3600 | (Microelectronics basics) | Hi-tech | None |
Machining | Build machining tables to craft guns and machinery or disassemble dead mechanoids. | Industrial | 1500 | 1500 | 4500 | Smithing Electricity |
Simple | None |
Medicine production | Produce medicine from herbal medicine, neutroamine, and cloth. | Industrial | 1500 | 1500 | 4500 | Drug production Microelectronics basics |
Hi-tech | None |
Deep drilling | Allows you to build deep drills for extracting resources from deep underground. You'll need a ground-penetrating scanner to find the resources. | Industrial | 1500 | 1500 | 4500 | Microelectronics basics (Multi-analyzer) |
Hi-tech | Multi-analyzer |
Ship cryptosleep caskets | Allows you to construct ship cryptosleep caskets for transporting cryptosleeping colonists between the stars. | Spacer | 1200 | 2400 | 4800 | Shipbuilding basics
Cryptosleep casket Microelectronics basics (Multi-analyzer) |
Hi-tech | Multi-analyzer |
Explosive IEDs | Allows colonists to build improvised explosive device-based traps from mortar shells. | Industrial | 1600 | 1600 | 4800 | Electricity | Simple | None |
Incendiary IEDs | Allows colonists to build incendiary explosive traps from mortar shells. | Industrial | 1600 | 1600 | 4800 | Electricity | Simple | None |
Vitals monitor | Allows colonists to build vitals monitors which increase treatment quality if placed next to medical beds. | Industrial | 1600 | 1600 | 4800 | Microelectronics basics
Hospital bed (Multi-analyzer) |
Hi-tech | Multi-analyzer |
Electric smelting | Build electric smithy and smelters.
The electric smithy allows smithing items without fuel. The electric smelter uses heat and powerful electromagnets to extract useful metal from slag chunks and other items. |
Industrial | 1700 | 1700 | 5100 | Electricity | Simple | None |
Geothermal power | Allows you to build geothermal power plants on top of steam geysers, for uninterrupted power. | Industrial | 1800 | 1800 | 5400 | (Microelectronics basics) | Hi-tech | None |
Refining | Build refineries to make chemfuel from wood. | Industrial | 1200 | 1200 | 3600 | Electricity | Simple | None |
Smokepop belts | Learn to build smokepop belts which can provide an automatic defensive smokescreen. | Industrial | 1000 | 1000 | 3000 | Refining Machining |
Simple | None |
Mortars | Learn to build mortars which can lob mortar shells long distances over walls. | Industrial | 2000 | 2000 | 6000 | Machining Electricity |
Simple | None |
Hospital bed | Allows colonists to construct hospital beds which increase the chance of successful medical work. | Industrial | 2000 | 2000 | 6000 | (Microelectronics basics) | Hi-tech | None |
Hydroponics | Allows you to build hydroponics basins to rapidly grow crops indoors regardless of the terrain or weather outside. | Industrial | 700 | 700 | 2100 | Electricity | Simple | None |
Cryptosleep caskets | Allows colonists to construct cryptosleep caskets, which can put living beings in a state of suspended animation. | Spacer | 1100 | 2200 | 4400 | Microelecronics basics
(Multi-analyzer) |
Hi-tech | Multi-analyzer |
Ship antimatter reactor | Allows you to use an antimatter containment core to build a working antimatter reactor to power a ship. | Spacer | 1400 | 2800 | 5600 | Shipbuilding basics
Microelectronics basics (Multi-analyzer) |
Hi-tech | Multi-analyzer |
Component assembly | Allows you to build the Component assembly bench, where colonists can make components from simple materials. | Industrial | 3000 | 3000 | 9000 | Microelectronics basics
(Multi-analyzer) |
Hi-tech | Multi-analyzer |
Transport pods | Construct launchable transport pods that you can use to launch people and supplies long distances across the planet's surface. | Industrial | 1100 | 1100 | 3300 | Microelectronics Basics | Hi-tech | None |
Powered armor | Neuro-mimetic robotics and advanced plasteel weaving technologies allow you to build the power armor and power armor helmets. | Spacer | 1600 | 3200 | 6400 | Microelectronics basics
(Multi-analyzer) |
Hi-tech | Multi-analyzer |
Shield belt | Momentum-repulsion field technology allows you to build shield belts, which block ranged attacks coming in or going out. | Spacer | 1500 | 3000 | 6000 | Microelectronics basics
(Multi-analyzer) |
Hi-tech | Multi-analyzer |
Charged shot | Understand the secrets of pulse-charged energy/projectile munitions. Allows you to build the charge rifle. | Spacer | 1500 | 3000 | 6000 | Microelectronics basics
(Multi-analyzer) |
Hi-tech | Multi-analyzer |
Multibarrel weapons | Allows you to build miniguns. | Industrial | 3000 | 3000 | 9000 | Microelectronics basics
(Multi-analyzer) |
Hi-tech | Multi-analyzer |
Ship computer core | Allows coercing an existing AI persona into a usable AI computer core for ship guidance. | Spacer | 1500 | 3000 | 6000 | Shipbuilding basics
Microelectronics basics (Multi-analyzer) |
Hi-tech | Multi-analyzer |
Ship antimatter propulsion | Allows you to use an antimatter containment core to construct an antimatter drive for a ship. | Spacer | 2500 | 5000 | 10000 | Shipbuilding basics
(Microelectronics basics) (Multi-analyzer) |
Hi-tech | Multi-analyzer |
Long-range mineral scanner | Allows the construction of long-range mineral scanners which automatically detect precious minerals like gold or jade in the nearby areas (but not in which the scanners were built). | Industrial | 700 | 700 | 2100 | Microelectronics basics | Hi-tech | Multi-analyzer |
Ground-penetrating scanner | Allows you to build ground-penetrating scanners that can detect drillable resources deep under the surface. | Industrial | 7000 | 7000 | 21000 | Microelectronics basics (Multi-analyzer) |
Hi-tech | Multi-analyzer |