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.
 
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.
==Current reseratch 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.
===Hydroponics===
 
Allows you to build [[hydroponics table|hydroponics tables]] to rapidly grow crops indoors.
 
2200 Research Points
 
  
===Pneumatic picks===
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{| class="wikitable"
Miner's picks are 20% more effective.
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! Research name
3000 Research points.
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! Description
 
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! Research points needed
===Nutrient resynthesis===
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|-
[[Nutrient paste dispenser|Nutrient paste dispensers]] consume 10% less food per meal produced. 2200 Research points.
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| Hydroponics
 
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| Allows you to build [[hydroponics table|hydroponics tables]] to rapidly grow crops indoors.
===Gun turret cooling===
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| 2200
[[Auto-turret|Gun turrets]] fire four shots in a burst instead of three.
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|-
3500 Research points.
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| Pneumatic picks
 
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| Miner's picks are 20% more effective.
===Blasting charges===
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| 3000
Allows building [[Blasting charges|Blasting Charges]], triggered explosives made to quickly reduce rock to rubble.
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|-
1500 Research points.
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| Nutrient resynthesis
 
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| [[Nutrient paste dispenser|Nutrient paste dispensers]] consume 10% less food per meal produced.
===Carpet making===
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| 2200
Allows colonists to build [[Ground#Carpets|carpets]] to increase the quality of their environments.
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|-
1500 Research Points.
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| Gun turret cooling
 
+
| [[Auto-turret|Gun turrets]] fire four shots in a burst instead of three.
===Fear tech 1===
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| 3500
Research [[Gibbet cage|new ways]] to inspire fear. Allows the construction of [[Gibbet cage|Gibbet cages]].
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|-
900 Research points.
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| Blasting charges
 +
| Allows building [[Blasting charges|Blasting Charges]], triggered explosives made to quickly reduce rock to rubble.
 +
| 1500
 +
|-
 +
| Carpet making
 +
| Allows colonists to build [[Ground#Carpets|carpets]] to increase the quality of their environments.
 +
| 1500
 +
|-
 +
| Fear Tech 1
 +
| Research [[Gibbet cage|new ways]] to inspire fear. Allows the construction of [[Gibbet cage|Gibbet cages]].
 +
| 900
 +
|-
 +
|}
  
 
[[Category:Main]]
 
[[Category:Main]]

Revision as of 17:15, 18 November 2013

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.

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