RimWorld

RimWorld

Lost Technology World
23 Comments
YAYO  [author] 7 Oct, 2022 @ 5:13am 
This mod is no longer being updated.
Erasyn 17 Sep, 2022 @ 3:10pm 
Its not working well with 1.3 radworld the techprints arnt appearing in the caverns like they should
Ausar the Vile 28 Nov, 2021 @ 7:54am 
I like the idea of this, but for existing techprints only. I hate twiddling my thumbs waiting for the ones I want to hopefully show up. Wish there was something similar just for that.
Eclipse 27 Aug, 2021 @ 5:49am 
@shimizu01
i think it is like that:
LT world: only map
LT core: map+buy
LT 2: buy+quests (no map)
shimizu01 16 Aug, 2021 @ 12:42pm 
also I do not really understand the difference between the differents versions of the mod, tell me if I have good or not:
Lost technology world: only found on the map
Lost technology 2: in addition to the map also by quests
Lost technology Core: In addition to the map possible to buy them

I find it quite strange to separate everything, why not make a single mod that cumulates everything? Or else I didn't understand ...

Is it possible to switch from one mod to another?
Thx
shimizu01 16 Aug, 2021 @ 11:46am 
Is it possible by clicking in the tech tree to locate the technology on the map? Because it's really difficult to find the technologies you want among the multitude on the map.
It's a mess and I can't find the ones I'm looking for
In the same genre, is it possible to delete the technology icon on the map once the schema has been recovered to be able to see it better?

Otherwise very good mod, totally changes the gameplay it's really nice
Thank you !
YAYO  [author] 15 Aug, 2021 @ 5:14am 
+Update
Add debug button to debug action:
Setup Techprint Sites
Remove all techprint sites
NisseDood 10 Aug, 2021 @ 2:17pm 
Could be interesting to make in to a precept that technologies can only be learned from techprints but are instants. At least when combined with the Raider meme.
Could be that they are stored in research labs like when going on resource raids or ancient complexes.
Early research stuff would only have simple defences and guards armed with bows and spears, mid tiers they have guns and stronger armor, and end tier they got the strongest stuff.
Defence strenght could also be tied to how hard its actually to research it normally so fast research stuff is easy and longer one are more defended.
Added vanilla expanded support would be nice also.
-Jaguar- 9 Aug, 2021 @ 2:44am 
is it safe to add mid game?
Everybody loves me 9 Aug, 2021 @ 1:28am 
Thought about it today.
This will be fun =)
Sig (Von Luck WT) 8 Aug, 2021 @ 9:41am 
I'm giving this a try, thank you!
fluvius22 6 Aug, 2021 @ 11:06am 
Very interesting!
Masked Monster 6 Aug, 2021 @ 1:04am 
Too bad the research time is still needed after having the techprints.
Like you could totally not use any high intellectual colonist and just going out to get those techprints and get the research for free afterward :btd6stunned:
xevawolf 5 Aug, 2021 @ 10:32pm 
WOW, this mod changes the game!
牛又面 5 Aug, 2021 @ 8:18pm 
哪位大佬能给汉化一下 感谢
YAYO  [author] 5 Aug, 2021 @ 4:24pm 
@GreenIsTheBest
This mod detects research added by all mods and automatically adds mod quests as well.
Aegael 5 Aug, 2021 @ 1:32pm 
If this mod entirely removed having to spend time to sit at a bench to research, it could be pretty interesting.
Lugaru 5 Aug, 2021 @ 12:48pm 
What kind of crazy modder, Oh it is Yayo, that makes sense!
Yautja 5 Aug, 2021 @ 11:56am 
YAYO, why are you that evil, mate? I love it.
Viri 5 Aug, 2021 @ 10:46am 
Endymion 5 Aug, 2021 @ 9:24am 
A full on nomadic playthrough might soon actually be fun enough to attempt with this and a few other mods.
wooaa 5 Aug, 2021 @ 8:50am 
This looks like a lot of fun.