RimWorld

RimWorld

Completely Clueless
48 Comments
GodlyAnnihilator 20 Apr, 2024 @ 9:21am 
matarile 15 Apr, 2024 @ 2:38pm 
any clue about 1.5 update?
lukey pookie 10 Feb, 2024 @ 1:26pm 
That only affects who raids. The idea I was looking for was factions start at the bottom of their tech level, so an empire starts with all tribal and Neolithic but doesn't have Armour, steal, or iron they would have to research it. However, that would save the issue of having people in Steel Armour attacking my colony.
Thanks for the suggestion.
Charlistic 6 Feb, 2024 @ 5:46am 
pookie i think u are looking for Ignorance Is Bliss
lukey pookie 21 Jan, 2024 @ 10:38pm 
I'm looking for a mod that is similar to this, but also sets the AI Factions to low or no tech. I'm have been trying to do a medieval play-through but always get attacked by stuff higher tech.
KitsuneKito 20 Oct, 2023 @ 10:58am 
is there a way to disable the research granted from ideolgion memes aswell ?
托托茶 31 Aug, 2023 @ 2:09am 
thanks much for this mod i am eternally grateful :Asaga:
blitz 15 Jul, 2023 @ 6:48am 
Why the hell did it take me this long to find this mod.
ignis 1 May, 2023 @ 3:35pm 
I had it installed.
Owlchemist  [author] 1 May, 2023 @ 2:08pm 
Well I suppose you'd need to leave it installed for the archo reset, yeah.
ignis 1 May, 2023 @ 1:16pm 
After archonexus quest you start with basic research set instead of nothing.
ignis 24 Apr, 2023 @ 3:19am 
I mean it would be nice to be able to toggle it without reloading the game.
Owlchemist  [author] 24 Apr, 2023 @ 12:25am 
You can leave it enabled, it's fine.
I just meant you don't *have* to leave it on your list once your started, for those who keep a lean list.
ignis 24 Apr, 2023 @ 12:20am 
I like the idea but 10 minutes of reloading to turn it on/off... Maybe it would work better as a scenario part you can add?
StarlightSovereign 21 Apr, 2023 @ 11:02pm 
This is such an important mod for me. Thank you so much for continuing keeping it up.:starite:
Astrobia 24 Oct, 2022 @ 8:03am 
Thanks for clarifying. Also thanks for attention to detail in the work you share with the community. Of all the collections of mods on the workshop yours while not the most wide ranging are quite possibly the most well thought out and robustly put together.
Owlchemist  [author] 23 Oct, 2022 @ 8:49am 
No I don't think so.
Astrobia 23 Oct, 2022 @ 7:08am 
Does this affect the bonus starting techs from ideology memes? (Tree Sowing from Tree Connection or Stone Cutting from Tunneler for example)
Zipzopdippidybopbop 22 Oct, 2022 @ 7:48pm 
No problem - thank you for the quick feedback!
Owlchemist  [author] 22 Oct, 2022 @ 7:38pm 
afaik fueled stove has never needed research. If you think that it did, it was possible some mod you used to have added that tech requirement in.
Zipzopdippidybopbop 22 Oct, 2022 @ 7:37pm 
Good to know, thanks!

I notice that some objects such as fuel stoves are still constructable in spite of 0 tech. Is this a mod conflict or vanilla?
Owlchemist  [author] 22 Oct, 2022 @ 7:27pm 
This mod is simply one line of xml:

<xpath>/Defs/FactionDef[isPlayer="true"]/startingResearchTags</xpath>

Basically, *any* playable faction's starting tech is nuked.
Zipzopdippidybopbop 22 Oct, 2022 @ 7:21pm 
Does this remove tech for other factions ingame at start, or just your own/the player faction?
Cattrina 21 Jul, 2022 @ 6:58am 
I did not notice any change of my starting items when creating a new start. It is activated, but it did nothing...
azairvine 27 Jun, 2022 @ 4:23am 
*Can't manage to get a start on his first ever play through (Naked Brutality w/ a pawn with 0 cooking, construction, mining stats)
*Hears about this mod and simply MUST add it

Here's to another 20 deaths within 3 days........Cheers Owlchemist!
Peasant_Heist 24 Mar, 2022 @ 12:53am 
This has been great for my Fallout tribal run, good stuff
Owlchemist  [author] 8 Mar, 2022 @ 3:11pm 
Ah, right. Well I only upload code to github, I suppose. This isn't a mod with code.
pinbuck 6 Mar, 2022 @ 11:06pm 
that's the first thing I use, I only asked because you upload almost all of your other projects to github too.
Owlchemist  [author] 6 Mar, 2022 @ 6:42pm 
pinbuck 6 Mar, 2022 @ 6:24pm 
please upload to github
spoiledtill2026 26 Dec, 2021 @ 10:56pm 
i love games where you start at the bottom of a tech tree so thank you
Owlchemist  [author] 8 Nov, 2021 @ 6:26am 
You got it
bagelhe 8 Nov, 2021 @ 6:22am 
how do i start this? just naked brutality or lost tribe and they do not have any starting tech?
Owlchemist  [author] 3 Nov, 2021 @ 9:16am 
Npc factions just work like normal, nothing special.
KurtsCorbenik 3 Nov, 2021 @ 8:46am 
How does the game play out then? Will every faction advance acordingly to your tech level or what?
Owlchemist  [author] 13 Aug, 2021 @ 3:34pm 
Update:
- Made patching a bit smarter. It targets all player factions now instead of custom patching individual factions. Supports all modded factions now.
Angel 10 Mar, 2021 @ 9:59pm 
Wow this is exactly what I'm looking for, this is great! Always wanted a way to have no research but the custom factions broke the Royalty DLC events.
__ 24 Jan, 2021 @ 10:06am 
Love this!
Viper 24 Jan, 2021 @ 12:32am 
still relying on this mod in 2021. thanks owl!
Deep 15 Aug, 2020 @ 9:54am 
Thanks for the update!
Dread Lord 17 Mar, 2020 @ 5:50pm 
I've got a few mods and with this one can not start a new game, errors out. And, "Global" map in-game has no bar on the bottom thus breaking the game.
Brianna The Brave 2 Jun, 2019 @ 7:12am 
I continue to find your mods that help other mods and allow general gameplay changes super helpful, keep it up!
Roughtymes 5 May, 2019 @ 8:12am 
Owl thanks again for helping with an abandoned but popular mod even though its not one that interests you. You are awesome.
Owlchemist  [author] 24 Apr, 2019 @ 1:16pm 
Hi @Fox - check out Tribals Know Nothing, linked above. It does just that. The whole point of this mod was to edit the originals instead, lol.
Fuzz 24 Apr, 2019 @ 12:38pm 
Currently this mod works by changing the original New Arrivals and New Tribe groups to start without tech, would it be possible to instead create a new set of starting groups without research and leave the originals intact?
Owlchemist  [author] 12 Apr, 2019 @ 1:55pm 
That mod would only take a few minutes to update to v1, there's nothing to it. But it wouldn't really fit the theme of mods that I publish on the workshop, so it's not for me. Try asking on the forums or reddit, I'm sure someone will take it on, it's a piece of cake.
Ivsternater 12 Apr, 2019 @ 5:33am 
Thank you kindly, once again. Thumbs up and favorite.