RimWorld

RimWorld

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TechBlock
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
11.307 MB
16 Jan, 2020 @ 4:04pm
7 Jul @ 11:02am
24 Change Notes ( view )

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Description

Added Two new starting player factions with blank research. There is no real difference between Tribal Start Blank and New Arrivals Blank at the moment they are just a quick fix for other mods forcing starting techs.


No longer will tribals be able to instantly start researching electricity the moment they are safe from the blood machines. This mod adds new technologies to limit your progress as well as others to advance your tech level. Fully dynamic and proportional numbers so the more researches that are in a certain tech level the more you will be required to research before you can advance. Many editable values to customize and can expose more to the glory of sliders if needed in the future.

Understanding Technologies have been added to each tech level.
-These techs have a point cost equal to 50% of all technologies of their tech level. (Change-able on a per level basis)
-Each time you research a tech within a tech level its respective understanding tech will be reduced by an amount equal to its full point cost.
-You may research understanding techs directly which grants 60% of the research put into researching them as progress in random technologies that have all their prerequisites met.

Once you have completed a understanding technology you have access to a theory technology for the next tech level. Once you complete a theory tech your tech level raises to its level. (All editable)
-Medieval Theory 500 points
-Industrial Theory 1000 points
-Spacer Theory 2000 points
-Ultra Theory 4000 points
-Archotech Theory 8000 points
As these techs are above your current tech level they have the 50% increased cost.


Not a list of things that will come but a list of ideas I have/things that could see some time being put into them. Not an ordered list.
-Multiplayer support
-Not sure if it will be as a *hardcore* mode for this mod or another but giving each pawn its own *tech level*. Pawns could only research things in their own level.
-Even harder core mode where you have to actually go out and get technology to take apart to gain progress in higher tech levels than you own.

My other mods:




[ko-fi.com]

Popular Discussions View All (3)
2
27 Jul, 2024 @ 3:24pm
Fix: Starting with Industrial Theory unlocked
Lurmey
1
18 Aug, 2020 @ 4:58pm
How advance?
xXDarkrusoXx
0
6 Aug, 2021 @ 6:42am
Suggestions
Alex
248 Comments
SOGGY DOGGY 9 Jul @ 7:20pm 
In the mod settings, the bottom slider cannot be dragged and it is tied to the top one. I'm not sure if it's what you meant, but the understanding progress is still force capped at 100% with the ingame menu and it will be set back to 100% max if you open and close the settings page. If you could remove the upper limit, that'd be ideal
The Bard of Hearts 7 Jul @ 8:54pm 
Thanks for the fix and the update. Much appreciated
fridgeBaron  [author] 7 Jul @ 11:08am 
updated to 1.6
also added a *fix* for when you research understanding it kind of goes twice as fast if you have it set to grant insights. Basically since finishing techs lowers the number of points required to finish the blocker techs it sometimes went super fast. Obviously you can just turn off the fix or tweak it to whatever you want, its just a thing I thought felt off in my last playthrough. This also applies to 1.5

@WOFUR hopefully that will let you do what you want and I figured while I was fixing stuff I added a field to the slider which you should be able to just override.
fridgeBaron  [author] 24 Jun @ 6:45pm 
assuming 1.6 drops in ~15 days hopefully before then, if it drops earlier I'll rush to get it out sooner.
Grumpy Old Man 21 Jun @ 1:07pm 
any news for the 1.6 patch?
SOGGY DOGGY 1 Jun @ 2:56am 
I'm trying to turn this into a mod that allows me to separate research by tech eras with projects that I set the cost of - this would be done through making the "understanding" project give 9999% progress to random other techs in the tier. The problem is that when I set this value in the mod options (text file, the slider is capped) the project very quickly completes itself before finishing all the others, rendering it unusable. I want to set the "understanding" project to a static cost that is not affected by others, keeping it as a fast-track unlock to all technologies in a certain tech tier.
Daddy_stolas 31 May @ 10:29am 
Correction its "research tree" i got the names muddled
Daddy_stolas 31 May @ 8:38am 
I am unsure if this is part of the mod but I start with new tribe blank yet the second i start and open my Research tab (i use Tech tree due to the mods i use) and i can start researching Electisity and other Industrial teir Research without needing to Research the theroy techs.
fridgeBaron  [author] 16 Apr @ 8:13pm 
found the bug, must have been during this last update that they changed how something worked or when I swapped to the new add research function.

Either way also changed it up to hopefully be a bit more performant if it matters but now every 25 points of progress on a blocker tech it should add 25 * the random progress setting (default 60%) to a random tech on the same tech level as that blocker.

Also had a look at the blank starts and they seem to work fine for me? Are people going into the player faction in the scenario editor and setting it to new tribe/new arrivals and removing any forced techs?
random_ranga 4 Apr @ 5:41am 
I had to split this into several comments, hope the wall text isnt too much xD

@fridgeBaron I cant exactly recall how you had this set up before, but if I recall correctly it was intended to give you "x%" of progress to a random tech when you finish either a Theory or Understanding research task. The Insights are currently being added in the GameComponentsUpdate loop, so I think each tick is adding an insight to a random research, this might be where your issue lays. Good hunting, the only good bug is a dead bug.
Great to hear your making your own game as well! Fantastic to hear modders going to developers.