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really great mod tho i already use it to get spacer tech at start
use this mod instead - it doesnt brick your save without the mod enabled if you simply want to start with no research
Should still work on 1.2 as well
Did you try setting the player faction to "new tribe" instead of "new arrivals"
I set - Remove all starting Research:
- Set techlevel to: neolithic
and - No research more advanced than: 0 or 1
and all the researchs are still here
Also, is it possible to make it so we can edit how near "start near" is?
You can always add "Start with Research <Research>" to make exceptions
1) Faction Control alows you to do that
2) 3) I don't think I can remove something completely without causing issues, most I can do is disalow crafting/building it. But why would you wan't that? just don't make it
4) unless you have the Tech Avancing mod just use the "No research more advanced than" option
@Legs
I think its possible to do, but why would you want that? Just dont use electricity/guns.
If you want to use machining without electricity, I am the wrong mod creator for that.
For instance, a tribal faction that can make guns (but not electricity) or make electricity (but not guns)?
Been looking all over for this.
1) Remove Faction.
2) Remove Item.
3) Remove Building.
4) Disable Tech Teir.
Is it possible to add a way to further customize "Create Event" feature?
@Tyrant: updated it, I don't think I needed to change anything other than the version number everthing seems to work fine.
@Ghosty McMosty: I had plans to change your faction, but they where mostly cosmetic like changing your name or the ability to mix the starting colonists. Since I like things that change how the game functions more, I lost interest in it. Other things I was considering I found a mod that already does that. If you have any suggestiion please leave them here.