RimWorld

RimWorld

Starting Tech Level
40 Comments
Garwel  [author] 25 Jul @ 12:49am 
@Vingy I'll test it, this is probably related to how the tech level selection screen is inserted.
SiCall 19 Jul @ 2:36am 
Yeah does not work with gravship start
Vingy 12 Jul @ 5:05am 
This doesn't seem to work with the new gravship start, never get the option to choose starting tech level
strkrjns 10 Jul @ 5:24pm 
Yes. Thank you!
Garwel  [author] 10 Jul @ 7:02am 
@strkrjns Are you using the latest version of the mod? If so, I'll check how to fix it.
strkrjns 9 Jul @ 6:52pm 
If you choose spacer, you get all the Anomaly techs. Those techs have their own tech tree, which you cant research until you meet specific conditions. Perhaps an ability to exclude DLC techs?
Garwel  [author] 7 Jul @ 11:55pm 
@strkrjns Exclude from what? In the latest version, they are not given at game start, as far as I know (I don't own Anomaly).
strkrjns 7 Jul @ 5:54pm 
Can we get a way to exclude Anomaly techs?
RheaRhe 11 Jun @ 2:33am 
apparently this is incompatible with miliras starting scenario, theres no start button if you choose default but you can change to any other level just fine
Am bug 1 Jun @ 12:23pm 
why do i start with electricity and machining?
Flesh Forge 31 May @ 4:24pm 
great concept but yeah it starts medieval with Electricity -> Precision Rifling
oh AND microelectronics, super busted
Tolarian 3 Apr @ 10:18am 
Every time i start with the vanilla starting techs (Electro,...). It does not matter if i deactivate them or not.
[RTB] Sarianos 23 Feb @ 10:54am 
@Garwel Would it be possible to implement the ability to choose specifically which starting techs are applied? At the moment the customisation is rather limited in that regard given it's basically just a 'all or nothing' for each tech level.
rbgsticktalk 9 Feb @ 12:46am 
When using with [1.5 Fork] Xenotype And Ideology Buttons TitleScreen (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3243233522) , opening ideology tab opens this mod's world tech level setting and doesn't allow opening ideology screen

Logs: https://gist.github.com/HugsLibRecordKeeper/e0860640e826d5799cc1579ca628d66a
TehJustOne 16 Dec, 2024 @ 6:27am 
Agreed with the previous comment, choosing a tech tier will disable the HAR race you want to play as.
ohluitvaenri 5 Oct, 2024 @ 9:09am 
https://gist.github.com/HugsLibRecordKeeper/ef27e5886c4323b86af4abe15c288c32
when the mod is enabled, i am unable to select HAR races
Aiask 27 May, 2024 @ 1:37pm 
I had the same issue as Karmasviel
Karmasviel 25 May, 2024 @ 6:49pm 
Small issue, I believe anomoly's new techs are counted as all under a specific tech level under the hood, and if you set your tech level to at least industrial they'll all be unlocked automatically.
Prometheus 2 Dec, 2023 @ 4:01am 
Suggestion: Configurable starting faction, especially to those who installed mods that add said tech levels (New Kingdom from VFE-M for Medieval, New Colonists from Rimsenal for Spacers, etcetera)
acerew2436 20 Aug, 2023 @ 3:01pm 
Is there a way to make this apply each time you start over for the Archonexus quest? It seems silly that you have to do research multiple times with the same characters.
Garwel  [author] 29 Jun, 2023 @ 11:16am 
@ryoyo If you use Techadvancing, they should probably get unlocked as you progress through tech levels.
ryoyo 29 Jun, 2023 @ 8:13am 
Do the disallowed memes/precepts get unlocked as you play, or do they remain locked even as I research spacecraft tech?
Xyllisa Meem Paradox Station 3 Jan, 2023 @ 5:30pm 
I've tested it a few times and this has a soft incompatibility where you are forced to neolithic if using tech advancing. Seems to otherwise work fine, however.
Garwel  [author] 3 Jan, 2023 @ 12:06pm 
@Xyllisa Meem Paradox Station Well, like Ultra, vanilla doesn't expect any player faction to play on this level. There are no techs to research, so most likely it's going to be similar to Tribal level, but with bigger research penalties. Some mods may change that though.
Xyllisa Meem Paradox Station 3 Jan, 2023 @ 10:45am 
Does the animal tech level work in this mod? I noticed its usually quite broken or doesn't work too well, and I don't wish to start a new save just to test it out.
Mask of Humble 2 Nov, 2022 @ 4:32pm 
I've tried that mod but there are so many techs in the previous tech level that it would take me forever to research and would just be quicker to just research with the penalties

I'm playing very hard scenarios and find it hard to get to the tech I need to make it where my two pawns have enough time between the insect raids to do anything and the only way to get new pawns is via quests or random events but they will never happen with the evil empress.

I have mods for drones, androids and cloning and such but the scenario I am playing is a transport carrying glitter-world vat grown colonist gets ambushed by mecha fleet and lands on a bug infested world that only has bugs
Garwel  [author] 2 Nov, 2022 @ 1:16pm 
@Mask of Humble You mean you just want to have no penalties (up to a certain level), but still have a (nearly) blank state at game start? I can add this option, but you may also try a great mod called Tech Advancing, so that you increase your faction's tech level as you research more techs.
Mask of Humble 2 Nov, 2022 @ 9:12am 
Is there a way to disable the starting tech, I just don't want the penalty of researching higher level tech then industrial with out having to research all the other tech.
#6 27 Oct, 2022 @ 2:41pm 
I was able to narrow my problem down to outdated config settings from other mods causing my issue. Figured I'd share in case anyone else runs into the same issue.
#6 26 Oct, 2022 @ 12:22pm 
Sadly that didn't work, aside from the process of elimination I'm not sure what else to try. If I figure it out I'll be sure to let you know. Thanks again for the help.
#6 26 Oct, 2022 @ 12:07pm 
Ok I'll give that a go, thank you.
Garwel  [author] 25 Oct, 2022 @ 10:31pm 
Thanks for sharing the log. I see that you're using tons of mods, so I suspect it may be a conflict with one of them. Perhaps the custom player factions provided by STL are not loaded or are rewritten by another mod. I may only suggest moving STL to the bottom of your load order and see if it helps.
#6 25 Oct, 2022 @ 4:02pm 
Here is a log after choosing a scenario, selecting a storyteller, choosing a landing site and clicking each of the tech level options then backing out to the main menu. Link [gist.github.com]
Hope this helps, also thank you for keeping a version for 1.3, I realize it's old now but I'm waiting to move to 1.4 till more mods update. :)
Garwel  [author] 25 Oct, 2022 @ 2:42pm 
Can you share the log? TBH, RimWorld 1.3 is only theoretically supported, I wasn't really testing it much. And thanks for reporting about Github, I forgot to make it public.
#6 25 Oct, 2022 @ 2:08pm 
Also your github link is broken, just gives 404
#6 25 Oct, 2022 @ 1:54pm 
I'm getting an issue where when I select Industrial, Spacer, Animal, Default or Archotech the Next button disappears and I can't continue. So only the Neolithic and Medieval options let me continue. This is on the 1.3 version.
Garwel  [author] 24 Oct, 2022 @ 12:48am 
@SpectrumArray Thanks for reporting this. Will fix it.
SpectrumArray 24 Oct, 2022 @ 12:12am 
So the Empire is permanently hostile with added factions. Other than that great mod.
Garwel  [author] 22 Oct, 2022 @ 11:01am 
@MarQan It's a vanilla stat, which as far as I understand is used for caravans, yes. If you advance with Tech Advancing mod, I think it will remain the same, because your faction doesn't change.
MarQan 22 Oct, 2022 @ 4:28am 
Hello, thanks for the mod!
What does Foregability affect exactly? Is it just caravan foraging or something else?
And do you eventually lose that bonus as you advance through the tech tree?