RimWorld

RimWorld

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Thinking Spot
   
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Mod, 1.1, 1.2
File Size
Posted
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415.994 KB
29 Jul, 2019 @ 12:51pm
11 Feb, 2021 @ 1:53am
25 Change Notes ( view )

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Thinking Spot

In 1 collection by PartyCowboy
Fallen Pantheon
128 items
Description
About
Thinking Spot adds a research facility and a whole lot of technologies that lead into the existing technologies so you can truly start with nothing but your pawns and the clothes on their backs. To disable any inherent starting technologies, I added the tribal and colonist factions, but without their inherent technologies. I thank Brassqund's mod Tribal know nothing for showing me how to add this feature and recommend his mod for those who do not want the thinking spot and the extra technologies.

I recommend using the mod ResearchPal for two reasons:
- ResearchPal automatically generates a logical research tree, with the techs you need to unlock other techs before said techs.
- Better immersion, because the techs Thinking spot adds are in a separate tab whilst also being the precursors to vanilla tech.

Unfortunately, my interests have kinda shifted. I'll do my best to look at things and help when I can, but until my interest resurges, I'm not doing much development on this mod at all... I will keep replying to comments when I can, but I'll not be of much help. Sorry...

Example load order:
- Core
- All other mods
- Thinking Spot

(Or just hit the autosort button)

Compatability:
Some of these mods I'm using in my own 1.2 playthrough, so I have checked some, but not all. Please leave a comment in the Steam discussion with just the mod name if it's on this list, and I'll check it out.

- [JPT] Human Resources *
- [JPT] Open The Windows
- [KV] Change Dresser
- [SYR] Doormats
- [WD] Expanded Floors
- A Dog Said... Animal Prosthetics
- A Rimworld of Magic
- Ancient Rim + its sub-mods
- Architect Expanded - Fences
- Autoseller
- Colony manager
- Decorative Cliffs
- Doors Expanded
- Expanded Prosthetics and Organ Engineering
- Expanded Prosthetics and Organ Engineering - Forked
- Extended Storage + Extended
- Guards For Me
- High Density Hydroponics
- High Tech Lab Facilities
- Industrial Rollers
- Infinite Storage
- Jewelry
- Matching Embrasures
- Medical Supplements
- MendAndRecycle
- More Furniture
- More Vanilla Turrets
- Natural Lakes
- Natural Paths
- LWM's Deep Storage
- Outdoor Lighting
- Quarry
- Raise the Roof
- Remote Tech
- Rimefeller
- Roads of the Rim
- Simple Resource Crate (NEW!)
- Simply More Bridges
- SS Researchable Stat Upgrades
- Tabletop Trove - Additional Joy Objects and Decor
- Tilled Soil
- Vanilla Apparel Expanded
- Vanilla Armour Expanded
- Vanilla Brewing Expanded (NEW!)
- Vanilla Cooking Expanded + its sub-mods (NEW!)
- Vanilla Factions Expanded + its sub-mods (NEW!)
- Vanilla Fences
- Vanilla Furniture Expanded + its sub-mods
- Vanilla Hair Expanded
- Vanilla Plants Expanded + its sub-mods (NEW!)
- Vanilla Weapons Expanded
- Vee's decorating
- VGP Vegetable Garden + its sub-mods
- Zen Garden

Left in [version]:
- [RF] Fishing [1.0]
- ETRT - Bulk Production Recipes [1.0]
- Feed the Colonists [1.0]
- RimCuisine 2 + its sub-mods (baby stage) [1.0]
- Stairs [1.0]

Known issues:
- Faction screen, world map initial starting place and the mod Character Editor spams the devmode log with Thinking Spot on. Something to do with the faction(s) introduced by TS. You can ignore this, unless it is save-breaking.

* Human Resources Notes:
It will be extremely difficult. Not only do your pawns start with nothing at all, but until they have researched Methodical Researching, every tech is personal. So no tech sharing until then. I'm still thinking about an alternative for this, maybe a sort of mentoring spot, but that will probably require time I'm currently not willing to invest.
IMPORTANT: You must go to: option > mod settings > human resources and set "knowledge generation draws from" to "the starting techs for that faction only"

To-do list
- Look into fixing the disappearance of vegetation on location of the Thinking Spot

Changelog:
1.10.5 I'm running out of patch names (24.08.2020)
* Added patch for Vanilla Factions Expanded - Settlers
* Updated the patch for [KV] Change Dresser
* Updated the patch for More Furniture
* Added patch for Simple Resource Crate
* Added patch for Vanilla Plants Expanded + its sub-mods
* Added patch for Vanilla Brewing Expanded
* Added patch for Vanilla Factions Expanded - Medieval
* Added patch for Vanilla Factions Expanded - Insectoids
* Fixed bug with Empire relation stuck at -100 thanks to flo.vall

1.10.4 Fixes for Human Resources and patches (28.07.2020)
* Added patch for [JPT] Open The Windows
* Added patch for Expanded Prosthetics and Organ Engineering - Forked
* Added the Pillar of Knowledge, the primitive's version of a bookcase
* Added the Document and Learn recipes to the Thinking Spot

For older changelogs, see the changelog.txt file in the mod's About folder.
Popular Discussions View All (5)
20
15 Apr, 2021 @ 12:02pm
Compatability Errors
PartyCowboy
12
15 Feb, 2021 @ 6:22pm
PINNED: User Made Patches
afterthought.btw
7
15 Jul, 2020 @ 12:56pm
Discussion about tweaking this mod and my tips for playing with it.
Mistletoe The Bard
190 Comments
Janeway 3 May, 2024 @ 7:16am 
Would it be possible to somehow make it so potatoes doesn't default in the harvest spot and basically avoid the research you don't have
butterchubs 27 Oct, 2022 @ 10:11pm 
I've been using it in 1.4 and it appears to work fine
Mlie 25 Oct, 2021 @ 1:09pm 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
Tislav 24 Oct, 2021 @ 2:04am 
been playing with this in 1.3 the last month with human resources with no problem
PearificPear 14 Oct, 2021 @ 7:58am 
1.3 plz :3
gary 22 Sep, 2021 @ 10:00am 
so i know the author said it will get updated but how long would it take?
Mistletoe The Bard 1 Sep, 2021 @ 8:41pm 
I hope there will be 1.3 update. >_>
squidd 3 Aug, 2021 @ 5:21am 
looking forward to seeing this updated. some of my favorite memories with rimworld were playing with this mod
BluntMan 31 Jul, 2021 @ 2:39pm 
also the wall mounted torches from vanilla factions expanded medieval would work well with this too :D
BluntMan 31 Jul, 2021 @ 1:53pm 
"fortiifications neolithic" would work really well with this mod