RimWorld

RimWorld

59 ratings
MT - Starting Tech [1.0]
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0
File Size
Posted
Updated
309.976 KB
24 May, 2017 @ 4:29pm
19 Oct, 2018 @ 12:08am
6 Change Notes ( view )

Subscribe to download
MT - Starting Tech [1.0]

Description
[Mittsies' Tweaks - Starting Tech]
Ever thought it was unusual that your colonists could make fully-functioning solar panels and batteries, yet the concept of carpets and smithing was completely lost on them? I've always found it tedious to search these simple early technologies every time I start a colony.

Colonists start with these pre-researched:
• Brewing
• Smithing
• Carpet Making

Tribals are unchanged.
28 Comments
g3 31 Aug, 2020 @ 6:38am 
1.2
g3 4 Mar, 2020 @ 3:39am 
1.1 pls
GOOBSTANK 8 Dec, 2019 @ 2:15pm 
Again I would love to see someone make a mod like this that directly accessed all mod content and allowed you to set what was available bc even with this mod if you have some crazy mods its like oh yeah... heres 5 things that you cant use but here it is tempting you when you stop chasing yourselves around with sticks
tc28721 12 Nov, 2019 @ 10:09pm 
hey is there a mod that aticks the world in midieval but i can study all the techs?
Kupie 30 Oct, 2018 @ 8:25am 
Thanks Mittsies! <3
Mittsies  [author] 19 Oct, 2018 @ 12:08am 
Updated for 1.0
Mittsies  [author] 31 Aug, 2018 @ 5:41pm 
Updated for B19.
HomosensualUltraGod 18 Jun, 2018 @ 6:09pm 
u made mah day mate
GOOBSTANK 8 Apr, 2018 @ 8:17pm 
Brilliant! Thank you! Now if I knew how to use harmony I would make a mod that allowed you to disable any mods content unless it was researched.
Mittsies  [author] 8 Apr, 2018 @ 9:29am 
Oh, you want to remove starting techs.
Well if you go to: ...\steamapps\common\RimWorld\Mods\Core\Defs\ResearchProjectDefs
You can edit those .XML files and remove the tags "<li>TribalStart</li>" and/or "<li>ClassicStart</li>" from each tech you don't want Tribals/Colonists to have. Assuming you play on steam which will validate its files and redownload anything you edit, you must instead make a copy of the core files into a new folder (which you place in the Mods folder) above Core, and edit those, rather than directly editing the core.