Difference between revisions of "Research"

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Research is the primary method of enhancing the efficiency of colonists and objects. Some constructions and furniture pieces have to be unlocked trough research before thay can be built. Once a research table and goal are built and set, a designated colonist will begin gathering Research points, the rate at which points are awarded depends on the colonists skill.
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Research is the primary method of enhancing the efficiency of colonists and objects. Some constructions and furniture pieces have to be unlocked through research before they can be built. Once a research table and goal are built and set, a designated colonist will begin gathering Research points. The rate at which points are awarded depends on the researcher's skill.
 
==Current research options==
 
==Current research options==
 
There are currently seven research projects available, four of which unlock objects and three which upgrade both items and colonists.
 
There are currently seven research projects available, four of which unlock objects and three which upgrade both items and colonists.

Revision as of 08:51, 28 November 2013

Research is the primary method of enhancing the efficiency of colonists and objects. Some constructions and furniture pieces have to be unlocked through research before they can be built. Once a research table and goal are built and set, a designated colonist will begin gathering Research points. The rate at which points are awarded depends on the researcher's skill.

Current research options

There are currently seven research projects available, four of which unlock objects and three which upgrade both items and colonists.

Research name Description Research points needed
Hydroponics Allows you to build hydroponics tables to rapidly grow crops indoors. 2200
Pneumatic picks Miner's picks are 20% more effective. 3000
Nutrient resynthesis Nutrient paste dispensers consume 10% less food per meal produced. 2200
Gun turret cooling Gun turrets fire four shots in a burst instead of three. 3500
Blasting charges Allows building Blasting Charges, triggered explosives made to quickly reduce rock to rubble. 1500
Carpet making Allows colonists to build carpets to increase the quality of their environments. 1500
Fear Tech 1 Research new ways to inspire fear. Allows the construction of Gibbet cages. 900