RimWorld

RimWorld

Colonist Tech Background
158 Comments
Bladebro79 2 Jul @ 5:42am 
Would it be possible to add another background trait? Like pre-industrial -> industrial -> spacer -> Ultra -> transcendent. The reason for the asked is because in this mod "Semi Random Research: Progression Fork" there is that many levels of research/tech progression. Technically the last one is Archotech but i figured if someone knows that then their knowledge would seem transcendent.
Guineatown20806 6 Jun @ 4:06am 
https://pastebin.com/xGwtrf8d This is the error according to Visual exeptions. Let me know if you need more information.
Guineatown20806 6 Jun @ 4:04am 
Getting some logspam about duplicate ticking pawns with Tech Backround, rocketman, allies are helpfull and Vanilla expanded settlers. I am not noticing any issues appart from the log spam.
Yoann 9 May @ 11:17am 
@JoeOwnage Only vanilla tables, but you can easily patch modded tables by adding them this:
<li Class="TechBackground.CompProperties_StudyDesk">
<MaxPawns>2</MaxPawns>
</li>
JoeOwnage 9 May @ 11:00am 
What tables will get the gizmo for turning them into a study table? I haven't seen it on any Medieval Overhaul tables or Vanilla Furniture Expanded tables so far. Is there a research for it? Maybe you should just add your own study table.
Wololo 8 Apr @ 5:01pm 
This mod brings a real plus to the game in terms of balance, but do you think it's possible to make progression from spacer to transcendent possible? Because when you play with mods that add weapons and armor of this technical level, it's no longer possible to equip them despite learning.

thank you in advance for the answer and in any case thank you for this mod!
Yokay 25 Mar @ 7:03pm 
Does not seem to be compatible with Rimworld of Magic's necromancer-raised undead.
BottledDew 25 Mar @ 3:50am 
Hello, I seem to be getting a black launch menu screen with this mod. Tested with and w/o.

Here's the modlist https://rentry.co/w3hev5e6
Vintage Misery 13 Mar @ 7:10pm 
@StockSounds

Creating compatibility with Androids is pretty easy to do yourself. If you go into the Def/AndroidSettings.xml, there is an <allowedtraits> tag, add <li>TechBackground</li> into that and you can whitelist the trait so it stops spitting out an error.
StockSounds 18 Feb @ 8:42pm 
I should've considered that, but I also asked Ferny and I don't want to be annoying about it.
Aos Si  [author] 18 Feb @ 7:30pm 
@StockSounds
This mod uses traits to keep track of the pawn tech progress and likely will not be compatible with any mod that manipulates traits. The only way to resolve this would be to re-implement the mod using some other system, which would involve rewriting and testing a significant part of the code, which I'm not willing to do.
Did you try to contact the devs of the VRE - Androids mod? Perhaps it would be much easier for them to add a toggle to their mod that disables the trait removal for the androids.
StockSounds 17 Feb @ 7:52pm 
Might I bring to your attention once more that this mod doesn't work with VRE - Androids due to unawakened androids being forced to not have traits, thus breaking the menus if you ever try to create one?
Aos Si  [author] 15 Feb @ 8:48am 
@ferny The fatal error was caused by something unrelated to the fix. I have reuploaded the mod, try again and see if it fixed the bug with disappearing bills.
Billy 15 Feb @ 8:33am 
Thanks man
ferny 15 Feb @ 8:28am 
Thanks for the fix!
ferny 15 Feb @ 7:28am 
Some fatal error is happening
ferny 15 Feb @ 7:01am 
New update black screens. Revert it
Aos Si  [author] 15 Feb @ 3:54am 
@ferny
I've updated the mod, go ahead and see if it fixed the issue, since I can't test it myself.
ferny 15 Feb @ 12:56am 
I know you might not have Biotech, basically what occurs is the bills just disappear and they don't do them. You might have to do whatever you did with qpawns with that as well.
ferny 15 Feb @ 12:49am 
Aos, this mod currrently breaks Mech bills. You can replicate the bug like this:
Make a custom scenario with a paramedic mech (use mechanitor scenario as template)
Spawn in a bionic spine
Create a bed and make it medical
Put a sugery bill on a coloinst

This is the error
https://gist.github.com/HugsLibRecordKeeper/84b759556090c5a329d9db5a7c0c9a1f

Occurs just with this mod and nothing else.
Saberris 14 Feb @ 9:16pm 
If I have advanced to medieval to industrial, but all of my pawns have the pre-industrial trait, how do I advance my tech level since I can't mentor anyone to raise it without a higher tech trait? Do I need to capture a higher tech pawn, recruit them, and force them to mentor or something?
ferny 11 Feb @ 12:48pm 
@Aos Si Just general maintaining, nothing new yeah. Thanks man.
Aos Si  [author] 11 Feb @ 12:32pm 
@ferny
If you are asking about updating this mod to make sure it runs with the latest version of the game - then most likely yes. Usually it just needs recompiling, and nothing else.
If you are asking about adding new features, then most likely no, this mod was pretty much in a stable state since 2018.
ferny 10 Feb @ 6:43am 
Aos, are you gonna maintain this mod for future versions? Or is this end of life? I really like it
Sir Bitar 3 Feb @ 12:31pm 
I like Nim's idea of having tech backgrounds not be backward compatible.
Yoann 2 Feb @ 1:09am 
There is an issue with studying/mentoring: the comfort of the seat is ignored, pawns are considered as standing. It's pretty bad as they do the studying activity for a long time, the comfort drop low.

I think it's related to the minor error I reported before (2 pawns trying to use the same stool).
Nim 1 Feb @ 6:45pm 
Maybe allow pawns to have multiple tech backgrounds instead of treating it as a linear progression.
Nim 1 Feb @ 6:44pm 
I'd love an an option where tech backgrounds aren't backwards compatible, meaning that Spacers don't know how to build bows or passive heaters but Tribals can.
snake 1 Feb @ 5:26am 
or maybe, make them forget what pawns learned passively, unless they reached their level. so from 0 points industrial they cant get any lower, but from 900points pre-industrial they can forget about the things they learned. i think that would be pretty realistic
snake 1 Feb @ 5:22am 
hey, can you make an mod option to configure how fast the passive drift happens? one spacer guy making everyone around super knowledgable about tech without any effort put into learning in his neolithic village is kinda weird
ODevil 28 Jan @ 12:18pm 
Interesting...
I'll remove it and give it a try. Maybe I'm lucky and that's the only incompatible one.
Aos Si  [author] 28 Jan @ 10:11am 
@ODevil
Disappearing bills is likely caused by an incompatibility with another mod. Xandrmoro.Rim.FinishIt is known to cause this issue, but there may be others as well.
ODevil 27 Jan @ 2:47pm 
Another annoying thing that happens to me: If "Affect Crafting" is turned on in the options then any bills just vanish, even the ones that should be craftable according to the background.
ODevil 24 Jan @ 7:38pm 
Interestingly enough, pawns with lacking backgrounds can still study advanced schematics and make progress to the related research.
Yoann 18 Jan @ 11:12pm 
@bean The 'Study Desk' gizmo is on vanilla tables only (the modded tables need to be patched).
You set the study/mentor job in the work tab (it's only a work priority), spacer pawns will go mentor by themself when needed.
bean 18 Jan @ 7:06pm 
So how do you force someone to be someone else's mentor, or get them to study? I have a mix of Spacer, Pre-industrial, and Industrial tech background and I remember there used to be a button that'd allow a spot to be labeled "study spot", but for some reason it's gone and the description mentions them having a mentor but I don't really know how to set that either.
TeH_Dav 14 Dec, 2024 @ 12:05pm 
I'm still getting numerous conflicts with this mod. :(

https://gist.github.com/HugsLibRecordKeeper/e6669512b4e24b3521b4a6930d394174
Yoann 10 Nov, 2024 @ 8:55am 
A slave with a more advanced technological background unlock the studying for colonists.
The slaves are incapable of intellectual tasks (as mentoring), so, It's working as intended?
TeH_Dav 4 Nov, 2024 @ 9:07pm 
@Aos Si
When I was having that specific error, all my pawns that were getting the error had the pre-industrial trait. Looking at the images I provided, it looks like it might be Priority Treatment Resurrected?
Aos Si  [author] 4 Nov, 2024 @ 5:02pm 
@TeH_Dav Did you notice the traits disappearing from your colonists who used to have it? Or it's the new pawns that are generated without it? Does it affect other traits? Could be hard to track it down, if you have a lot of mods.
TeH_Dav 4 Nov, 2024 @ 11:15am 
@Aos SI
Big and Small was having an issue where it was removing traits, but that has since been fixed - and yet I'm still having the issue. Idk what other mod could be causing that.
Aos Si  [author] 3 Nov, 2024 @ 6:39pm 
@ TeH_Dav
I sounds like you have a mod that either creates pawns without traits or removes traits after they were created. This mod relies on colonists having a tech background trait and will not work without it.
TeH_Dav 3 Nov, 2024 @ 3:55pm 
Getting a mod conflict that seems to be originating from this mod. Every few seconds this error will appear for every pawn that is currently on the map, usually only pawns that either have the pre-industrial or no tech level trait (a bug from another mod). Linked below is the hugs lib, a color-coded image of the specific error in hugslib, and an image of the mod footprint (what mods are part of the conflict):

Hugslib: https://gist.github.com/HugsLibRecordKeeper/4220be3b461b6a5eb55ff621b1f71259

Error Image: https://puu.sh/Ki0af/035a91c42d.png

Footprint Image: https://puu.sh/Ki0al/e392d22c42.png
Wololo 3 Nov, 2024 @ 10:34am 
There's a small compatibility problem with simple sidearms: when you lock the weapons on the technology level, you can still equip them with the secondary weapon.

I don't necessarily want to use arcane technology, I find that the limit with this single mod is sufficient for the weapons.

in any case, thank you for this mod which is really under the radar and that's sad.
Aos Si  [author] 9 Oct, 2024 @ 9:56am 
I've just uploaded another mod, which aims to be a replacement for this one. It reworks the research system of RimWorld and provides finer restrictions on what pawns can do: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3345889109
Egotistical Medic 7 Oct, 2024 @ 12:52am 
@Aos Si
Yup, that fixed it! Thanks for the response. You saved my run :HatHealth:
Aos Si  [author] 7 Oct, 2024 @ 12:10am 
@ Egotistical Medic
Most likely an incompatibility with another mod. Someone had a similar issue with Xandrmoro.Rim.FinishIt mod. If you have it installed, try disabling it and see if that solves the issue.
Egotistical Medic 6 Oct, 2024 @ 11:57pm 
When pawns work on certain items like the Recurve Bow and Jacket, the crafting bench clears its bills and they stop working on it after a few seconds. I got rid of this mod and they started working on it as usual again.
Yoann 4 Oct, 2024 @ 2:44pm 
I got a little error with mentor job: https://gist.github.com/HugsLibRecordKeeper/a74eee0ec438d114b6089d583d2c73ec
It seems to happened because the mentor choose to sit on a stool on a place already occuped by my toddler busy to floordrawing (Biotech children thing).
The pawn still do the job, sit on the edge of the stool with the toddler on the other edge.
Yoann 3 Oct, 2024 @ 9:23am 
Ooooh, ok perfect.
It's hidden stats, so not easy to guess.