// Management · RimWorld Mod
More Realistic Research
In vanilla, your pawns sit at a research bench for a month, and somehow, they figure out how to travel to space.
In vanilla, your pawns sit at a research bench for a month, and somehow, they figure out how to travel to space.
Now, instead of pulling knowledge out of thin air, you are required to gather prototype to conduct research.
What makes this mod different from other research mods?
While many other research mods add interesting mechanics—like diverse research types or new material requirements—I realized after a few playthroughs that they mainly just make the process look more complicated
This mod changes that. It gives you an actual reason to step outside your local map and explore the world.
Analysis Required
This mod adds a list of items required for analysis on the left corner of the research tab.
There are 3 types of analysis:
Reverse Engineer: Each analysis cycle reduces the item's durability. The item can be destroyed if its condition drops too low.
Experimental: The item is completely destroyed once the analysis is finished.
Theoretical: The item remains intact and takes no damage.
If a research project has analysis requirements, you must complete the analysis phase first before you can continue researching normally like in vanilla.
Almost No Micromanagement
Though this mod adds analysis requirements system, the research process remains nearly 100% automated. Your main task is simply finding the prototypes—whether by buying them from traders or looting them from DLC encounter maps.
Customize Analysis Requirements
Want to change the required prototypes? Just edit this file:
Steam\steamapps\workshop\content\294100\3771646847\Defs\Research Project.xml
Any undefined research (vanilla or modded) will automatically generate requirements based on its Tech Level. This automated system can be a bit clunky, so you should definitely configure them yourself!