RimWorld
Start Without Tech
52 件のコメント
Ferndog 7月7日 13時15分 
will this be updated to 1.6?
Sheriff Rosco 3月26日 13時01分 
Not sure if this is intentional, but if you select the "Animals" tech level with this mod while having VFE Tribals installed, it does not actually give you the Wild Man/Animals tech level and you get the Neolithic tech level instead. I noticed this because as soon as I started my game I checked a table for the advancement ritual and it said I could advance to medieval level.

It also does not successfully remove the "Basic" research added by VFE Tribals (the only animal tier tech level research added by VE).

Could you update this mod with compatibility for VFE-Tribals, as I think it's tech level progression system+Cornerstones is better than mods like Tech Advancing.
Professional Dumbass 2024年10月19日 11時41分 
@KiShuya You might have an ideoligon precept that gives you research. For example if you have tunneler as a meme then you start with stone cutting. and also i think your kinda screwed with research bench because i coudlnt find an research options to get it. Your best bet is to book it it High-Tech bench
Ki Shuya 2024年9月10日 1時18分 
So I'm stills tarting with some Research done and it's bugging me that I can't figure out where it's coming from. I have a very heavily modded Rimworld Setup and pre 1.5 everything was fine, I've removed a lot of mods and yet this issue prevails. Can anyone offer any advice to even begin figuring out what's causing this?
benny30912 2024年9月5日 20時21分 
Not exactly a bug, but if you use a mod that adds Techprint requirements, the starting research in the scenario already has its Techprint applied.
[Refined by Copilot]
Ki Shuya 2024年9月5日 2時12分 
Does anyone know how/when you unlock the Research Bench? I have a Research Spot, but can't seem to figure out when you Unlock the Research Bench.
Jumbo 2024年6月5日 13時27分 
It's a feature I've always been looking for. Every time I started playing the game, it took a lot of work, so I was tired, but I'm really grateful
picard65 2024年5月7日 5時19分 
<3
Energistics  [作成者] 2024年5月7日 0時33分 
Updated to 1.5
lejkob 2024年4月13日 14時14分 
Please update to 1.5 :-)
Im Bad At This Game 2022年11月30日 21時57分 
is there a way that we can have a check for BioTech Gene needs i.e. if the Starting Xenotype has Psychite Dependency that Psychite is Growable and Craftable (into its Drug/Tea)
Kotobike 2022年10月23日 6時44分 
thank you my friend ;)
Energistics  [作成者] 2022年10月23日 2時24分 
@kotobike 1.4 Version is out! :)
Kotobike 2022年10月22日 7時42分 
1.4?
Energistics  [作成者] 2021年9月5日 8時19分 
@Kobalter Tech primitives adds a player faction without techs and with low tech level. This mod let you decide in options your tech level and removes on all new games all researches, regardless of your faction.
Koba 2021年9月4日 8時48分 
Whats the difference between this mod and tech primitives?
Energistics  [作成者] 2021年8月30日 13時56分 
@oicher You're right, issue found an solved. Thank you ^^
Annabellee 2021年8月30日 9時34分 
https://gist.github.com/24501cbff6d1505494ee7b3002db0429 yea so medieval overhaul is incompatible with this
Annabellee 2021年8月30日 6時32分 
Can you check the compatibility with Medieval Overhaul
Energistics  [作成者] 2021年8月29日 8時48分 
@deathskull2008, @Sinful Alochii
Just updated my mod, added some mod options that should help; should now work way better with tech advancing
Sinful Alochii 2021年8月21日 19時19分 
Question - Does this allow you to advance in tech with this mod alone? The reason I liked Tech Advancing is due to the way you could technically get better and better but if not its okay. Just looking to see if I need to disable Tech Advancing to use this.
deathskull2008 2021年8月20日 20時52分 
no problem take your time and thank you for the response, it does seem to work as long as I stay on dev mode and start as a tribe. Currently having a great time so can't say I'm complaining.
Energistics  [作成者] 2021年8月18日 1時43分 
@deathskull2008 You are right, this feature of Tech Advancing doesn't work with the mod, due that it's no new faction and simply uses the level of your chosen faction. I'm planning to add a config option to choose your faction level by yourself, but I'm too busy atm to do that.
deathskull2008 2021年8月18日 0時32分 
nope just had to start it dev mode... I think... just ignore me.
deathskull2008 2021年8月17日 3時15分 
I have a huge mod list so it could be something else but it seems like this mod is no longer working with Tech Advancing. When I start a tribal colony and use Tech advancing to determine their Tech Level it seems to consider it a colony and forces it to an industrial Tech level. It works again when I turn off this mod.
Bonesters 2021年8月4日 8時43分 
I created a small XML patch that might be able to replace the C# code or act as a backup to it. One of the mods I was using caused the C# patch to fail, and I figured that making this XML patch was faster than finding the mod. https://pastebin.com/Drr6i9n3
Energistics  [作成者] 2021年7月31日 5時15分 
Be sure you don't have a scenario with a completed research. I was completely confused when I tested my mod with "The Rich Explorer" and got some techs researched, others not.
picard65 2021年7月31日 4時25分 
from my knowledge of some of those mods, yes, those are items that simply don't require researches at all...btw, i am still having a red error when the game loads with my modlist and it dosen't work, in the next couple of days i am going to try and crack what mod is doing that for me, as the error itself dosen't relay give any info
Ryusho Yosei 2021年7月30日 14時57分 
Alright, Was just wondering in some cases, but I have been working to adjust what ones I have, as some of them were making even the original ones bypass the tech restriction.
Energistics  [作成者] 2021年7月30日 14時47分 
@Ryusho Yosei I looked into a few. This seems to be intentional by the mod creators. For example, a (simple) chair, a smokepit, barricades or spike traps are still quite basic stuff and do not really fit into any standard researches. At least I'm guessing that's what they thought about that. Yet, that's not in my hands.
Ryusho Yosei 2021年7月30日 8時11分 
Alright, Loading it u p, chose the normal lost tribe start, Start without tech is loaded....Looks like Gloomy Furniture bypasses tech potentially, Smokepit, earthen mound defense, crafting basket, from Zars Tribalism, Spike trap from Better spike traps, Mideival times unoficial update has the wooden barricatde, some items from Vanilla expanded vikings like face painting table, Elder brain pool, I assume from chuthulu something mod.....STuff from COlony Leadership...
Ryusho Yosei 2021年7月30日 7時47分 
Will do, rebooting the game up to check what mods are listed, considering I have the "What mod is that from" ..or one of those mods that lets me check by mousing over, though I know I have the default walls, as the lets play I saw had to actually research basic walls...
Energistics  [作成者] 2021年7月30日 7時44分 
@Ryusho Yosei Could you name one of these mods? Would like to look into it to be sure it's nothing on my side :)
Ryusho Yosei 2021年7月30日 7時01分 
Well it seems to be behaving a bit better now, seems the main issue is that for some reason some of my mods -just give you- the items, rather then having them linked to any tech, so I have stuff I shouldn't and need to remove those mods X_X
Ryusho Yosei 2021年7月30日 5時54分 
Working on trying to do just that.
Energistics  [作成者] 2021年7月30日 5時24分 
@Ryusho Yosei Could you generate a new game and see if the bug still exists after the last update?
Ryusho Yosei 2021年7月30日 5時07分 
I was in 1.2, and using quite a lot of mods, I have a 500 mod list, at the moment.
picard65 2021年7月30日 3時17分 
Thank you for the quick answer, i do really, really love this mod, and i am glad i can keep using it while i still remain in 1.2 :)
Energistics  [作成者] 2021年7月30日 2時45分 
@Ryusho Yosei What mods are you using? Are you playing 1.2 or 1.3? Are you getting any errors?
Energistics  [作成者] 2021年7月30日 2時44分 
@picard65 thanks for reporting, forgot to test last update on 1.2. Should be fixed now.
Ryusho Yosei 2021年7月29日 9時43分 
I was wondering if it was my side or not, as I had been trying to use it multiple times, but I kept starting with so many pre-researched things like beds and other things, and yet, nothing was researched in the tech tree.
picard65 2021年7月29日 7時58分 
Sorry to trouble you, but i have a problem in 1.2, the mod simply dosen't work, here's the pastebin huglog (sorry, but for some reason it dosen't want to do it on the github page, as shown by the last error) https://pastebin.com/YB40F2Ca
the mods loaded are: harmony, core, royalty, hugsliv, mod manager, and start whitout tech
Energistics  [作成者] 2021年7月29日 2時41分 
@ScientistMan96 That's a very good idea for my upcoming free weeks ^^
ScientistMan96 2021年7月28日 20時34分 
Honestly, I'd think it would be great to have 2 options for that. One for complete removal of ALL techs, and another for removal of faction techs, but not touching techs added by your Ideology. No worries of not, though. I just find that it makes sense that if a faction's entire way of life is centered around living inside a mountain, then naturally they intuitively understand it's uses, ie. Stonecutting and higher mining yields.

Then you have people like Kenni that really do what a purely no-tech start, so good to have options if possible.
Kenni 2021年7月27日 17時32分 
I tried starting a new game and it appears to remove it now.
Energistics  [作成者] 2021年7月27日 1時07分 
@Kenni I published an update. As I don't own Ideology I would appreciate if you guys could let me know if it is now working properly or not :)
Kenni 2021年7月26日 18時55分 
So, not really your mods fault but thought I'd post it here since I've been using your mod and it drove me nuts trying to find out why I had stonecutting all the time using Ideology.

The "Tunneler" meme gives you the tech Stonecutting and this mod doesnt remove it.
Energistics  [作成者] 2021年7月26日 0時20分 
@Vinlic I don't think that it does matter at all, but to be safe I think near end and after new tech-mods is better. Not tested yet, though.
Vinlic 2021年7月25日 16時31分 
would this be better placed near the beginning or end of a large modpack(200-300 mods) or does placement not really matter?
picard65 2021年7月20日 15時09分 
this is wonderfull...thank you very much