RimWorld

RimWorld

More Scenario Options - Research
58 Comments
goldenGirlsJKsM56 6 Jul, 2023 @ 12:21am 
update please........this mod so good and nice...:CoreKeeper_Gold_Bar:
i am a piece of bread 19 Jan, 2023 @ 1:00am 
Is there a source for this? I want to add my own scenario options
Beyond Disbelief 5 Jan, 2023 @ 10:28am 
Could you include the option to force backstory? I feel like scenarios are pretty limited if you can't tailor a specific story around it.
test 26 Dec, 2022 @ 7:26am 
best mod i love being an animal tech level any chance for 1.4
HIVEMIND 20 Nov, 2022 @ 7:16am 
wake up samurai
HexedSorcerer 5 Jun, 2022 @ 5:36am 
could you add the option to start with a certain prosthetic? so that all possible pawn you start with have some sort of bionic, im trying to do a trans humanist game and it would be pretty cool to not have to use character editor or prepare carefully :steamhappy:
really great mod tho i already use it to get spacer tech at start
pinbuck 17 Aug, 2021 @ 5:46am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1710183197
use this mod instead - it doesnt brick your save without the mod enabled if you simply want to start with no research
mightymaster 16 Aug, 2021 @ 6:39am 
Hi. I started a Tribal run with tech level set to ultra tech. But as soon as my pawn starts the research its reversed to neolythic. Any Idea to change it back?
rensen1  [author] 3 Aug, 2021 @ 9:17am 
@Mr. Credible just sets Techlevel which affects reseach speed and interacts with some mods. If you want to start with certain research: use dev mode.
Mr. Credible 2 Aug, 2021 @ 7:04pm 
Does this mod allow you to set all research complete for a specific tech level? Or just set your starting tech level?
Dratoran 1 Aug, 2021 @ 6:33am 
The option "Set Techlevel To" apparently breaks the editor. The line itself seems to be invisible and anything below it, becomes invisible to. Also it is impossible to add additional things afterwards. This mod should be my only one to edit tech level and I'm playing in version 1.2.
Panacea 31 Jul, 2021 @ 7:31am 
Thank you!
The Bard of Hearts 31 Jul, 2021 @ 7:30am 
wb btw! :partyboo:
The Bard of Hearts 31 Jul, 2021 @ 7:29am 
awesome!
rensen1  [author] 31 Jul, 2021 @ 7:25am 
Updated to 1.3
Should still work on 1.2 as well
The Bard of Hearts 30 Jul, 2021 @ 11:02am 
Rensen's last response was almost a year ago... might be time to find someone to adopt this one. :steamsad:
Zekie 25 Jul, 2021 @ 10:46pm 
i like this mod too.. waiting for it to be updated to 1.3
Panacea 25 Jul, 2021 @ 7:11pm 
Well I just did and that's a big "no." It throws up an error the second you try to use it.
Panacea 25 Jul, 2021 @ 6:29pm 
Anybody test this in 1.3?
The Bard of Hearts 20 Jul, 2021 @ 7:08pm 
+1 for a 1.3 update! :steamhappy:
Heathen871 21 Jun, 2021 @ 5:50pm 
Zhang that comes naturally with the basegame scenario editor. Should be able to just change amount of people from, say, 3 in Crashlanded to 5, or however many you want. You can also change the starting amount of gear that you have
Hero of the East 21 Jun, 2021 @ 1:27pm 
is there a mod that increases starting people?
angus_jo 16 Jun, 2021 @ 6:09pm 
Nice mod. I would also love to have the option for all research of a given tech level.
#6 11 Jun, 2021 @ 2:22am 
How about adding an option so all research of a given tech level is already researched?
Zmey 21 May, 2021 @ 8:32am 
underrated mod, thank you for it!
qux 29 Apr, 2021 @ 5:17am 
I think I understand, researchs are blocked but they still appeared in the research tree
Panacea 29 Apr, 2021 @ 5:14am 
Okay, do you mean that you are starting with stuff researched, or that you are still seeing research you didn't want available to learn?
qux 29 Apr, 2021 @ 5:00am 
@panacea, yes, same
Panacea 29 Apr, 2021 @ 4:16am 
@qux
Did you try setting the player faction to "new tribe" instead of "new arrivals"
qux 28 Apr, 2021 @ 11:49pm 
I don't understand this mod doesn't work for me,
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
Panacea 28 Apr, 2021 @ 7:28pm 
Another neat idea is to be able to force start with specific pawn made with "EDB Prepare Carefully"
Panacea 28 Apr, 2021 @ 6:58pm 
@rensen1 Think you might be able to add more scenario options such as forcing injuries and starting near other pawns from enemy or allied factions?

Also, is it possible to make it so we can edit how near "start near" is?
qux 27 Apr, 2021 @ 4:00pm 
great thank you
Starry 11 Apr, 2021 @ 9:00pm 
Perfect! Thanks and is compatible with all of the Vanilla Plus mods :)
Momo 28 Feb, 2021 @ 6:36am 
This is exactly the mod my husband and I were searching for in creating a Medieval play through. I happened to find it last night as it was mandatory for another mod and my husband is going to use this for his next map. Thanks so much!!
[FaZe]|xXX\Akman/XXx| 26 Dec, 2020 @ 8:43am 
This might not be the mod i am searching for, but is there a mod that gives you all the techs of a certain tech tier and below as starting tech?
NRFBToyStore 10 Dec, 2020 @ 9:51pm 
... Well, not that I look, somehow one of the Architect re-arrange mods put research table on MEDICAL. ... This information would have been good last 20 tribal playthroughs ;).
rensen1  [author] 10 Dec, 2020 @ 11:08am 
@=) huh? the research table doesn't require research (obviously) it should be under Architect>Production.
You can always add "Start with Research <Research>" to make exceptions
NRFBToyStore 23 Nov, 2020 @ 6:42am 
@=) While a good suggestion...a work around for you. Have ZARS Productions spots (adds a 1 tile "research" area, no pre reqs, is enough to research a table) or add a single research table to your starting drop.
=) 8 Nov, 2020 @ 10:22pm 
Hello there. Is there a way to remove all starting research, without removing basically all the essential technology (hidden in the research list), like the research bench for example? I can't seem to start without losing the ability to build the research bench at all.
c0rpx 4 Oct, 2020 @ 4:19am 
This is exactly what I needed. Thank you very much
rensen1  [author] 18 Sep, 2020 @ 10:23am 
@Ghosty McMosty

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.
Trappist 7 Sep, 2020 @ 9:32am 
So, would it be possible to allow/disallow specific technologies rather then entire techlevels?
For instance, a tribal faction that can make guns (but not electricity) or make electricity (but not guns)?

Been looking all over for this.
Ghosty 5 Sep, 2020 @ 8:06pm 
I have some ideas.

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?
rensen1  [author] 3 Sep, 2020 @ 8:20am 
@tanyfilina @theigabod : techlevel has nothing to with your starting research. It takes longer to research something higher than your techlevel

@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.
Ghosty 1 Sep, 2020 @ 5:05pm 
Do you have plans to add other scenario options?
Tyrant 17 Aug, 2020 @ 1:48pm 
Will this be receiving a 1.2 update?
theigabod 16 Jun, 2020 @ 9:53pm 
does this allow you to set it so you have everything researched at the start? I want to do a game where it's a new glitterworld colony with 10 highly prepared colonists and we can just get started immediately making it a thriving city.
tanyfilina 31 May, 2020 @ 8:07am 
Give please more instructions on how to achieve different results. I want to start as "settlement" but without electricity and such things. I set an option "Set techlevel to medieval", but I have all the usual techs researched. And if I set "No research more advanced than" "0" - it changes nothing.
goldenGirlsJKsM56 19 May, 2020 @ 12:04pm 
oh!!! i love you!!!! i like this mod!!!!!!!!!! thank you!!!!