Auto Research

by canidae

Automates research. Toggle GUI with Shift+T (customizable).

Utilities
5 years ago
0.13 - 1.1
56.3K

g Great idea!

10 years ago

I just made a "similar" mod, for handcrafting instead of research. And we uploaded our mods almost at the same time, I was 2 minutes later. I'm going to try your mod later (with research savr mod) and if it works as expected I'll link to your mod from my mods portal forum.

10 years ago

I'll check out your mod too, nifty idea :)

I'm mostly a casual player myself and once I automate science and pretty much got what I need i just tend to queue up loads of stuff in the Research Queue mod. Figured I might as well just have a mod that automatically research low hanging fruit.

10 years ago

Recommended Xterminator to feature our mods in a double mod spotlight special.

Sounds like we get an episode next Wednesday.
https://www.youtube.com/user/sonoribingudeddo/discussion

10 years ago

I love this mod, so much.

10 years ago

Qon: That's great news! I didn't know of that YouTuber either, but it seems like his channel is a good way to discover new mods.

mooklepticon: I'm happy to hear that :)

10 years ago
(updated 10 years ago)

omfg i cant beliave how usefull this iswith time tools. i got up to get food and came back and all research was done.... lol saved me alot of time and clicking

10 years ago

Our spotlight: https://www.youtube.com/watch?v=CEK8cvn972c

And I did comment to tell him that I didn't make AR.

10 years ago

Thought I'd let you know: I mentioned HandyHands and Auto Research to Arumba. He didn't mention Auto Research in his latest video, but Handy Hands got a fair bit of coverage

Well in Ep 19 they use AR and say they prefer it to research queue at about 13 minutes in: https://www.youtube.com/watch?v=icWgYyQEAO4

:]

10 years ago

Nifty!
Of course they discovered a bug (that only happens after installing the mod for the first time and then load a saved game), the one where Research Queue pops up each time they're done researching. I've semi-fixed it in 0.5.0 (well, not really, but it should solve their problem at least), but I'll have to fix this properly when I get the time.

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