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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. 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.  
+
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.
  
 
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 {{Ref label|Classic Start|B}}
+
| 400
 
| 400 {{Ref label|Tribal Start|A}}
 
| 400 {{Ref label|Tribal Start|A}}
 
| None
 
| None
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|- 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.
+
| Change the color of [[Standing lamp|standard electric lights]], and reduce their power consumption by half. This does not affect sun lamps.
 
| 300
 
| 300
 
| 300
 
| 300
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| 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 1,253: Line 1,233:
 
:{{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 -->
 
! 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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]]
 
| 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 seperate 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|holding platform]] and [[Proximity detector|proximity detector]]
 
:{{Note label||Anomaly Research Points|D}} Anomaly research tree can be unlocked upon investigating a "fallen monolith"
 
  
 
== Analysis ==
 
== Analysis ==
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* [[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]]

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