RimWorld

RimWorld

369 ratings
TechBlock
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
32.220 MB
Jan 16, 2020 @ 4:04pm
Apr 16 @ 8:28pm
23 Change Notes ( view )

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Description

Added Two new starting player factions with blank research. There is no real difference between Tribal Start Blank and New Arrivals Blank at the moment they are just a quick fix for other mods forcing starting techs.


No longer will tribals be able to instantly start researching electricity the moment they are safe from the blood machines. This mod adds new technologies to limit your progress as well as others to advance your tech level. Fully dynamic and proportional numbers so the more researches that are in a certain tech level the more you will be required to research before you can advance. Many editable values to customize and can expose more to the glory of sliders if needed in the future.

Understanding Technologies have been added to each tech level.
-These techs have a point cost equal to 50% of all technologies of their tech level. (Change-able on a per level basis)
-Each time you research a tech within a tech level its respective understanding tech will be reduced by an amount equal to its full point cost.
-You may research understanding techs directly which grants 60% of the research put into researching them as progress in random technologies that have all their prerequisites met.

Once you have completed a understanding technology you have access to a theory technology for the next tech level. Once you complete a theory tech your tech level raises to its level. (All editable)
-Medieval Theory 500 points
-Industrial Theory 1000 points
-Spacer Theory 2000 points
-Ultra Theory 4000 points
-Archotech Theory 8000 points
As these techs are above your current tech level they have the 50% increased cost.


Not a list of things that will come but a list of ideas I have/things that could see some time being put into them. Not an ordered list.
-Multiplayer support
-Not sure if it will be as a *hardcore* mode for this mod or another but giving each pawn its own *tech level*. Pawns could only research things in their own level.
-Even harder core mode where you have to actually go out and get technology to take apart to gain progress in higher tech levels than you own.

My other mods:




[ko-fi.com]

Popular Discussions View All (3)
2
Jul 27, 2024 @ 3:24pm
Fix: Starting with Industrial Theory unlocked
Lurmey
1
Aug 18, 2020 @ 4:58pm
How advance?
xXDarkrusoXx
0
Aug 6, 2021 @ 6:42am
Suggestions
Alex
245 Comments
fridgeBaron  [author] Jun 24 @ 6:45pm 
assuming 1.6 drops in ~15 days hopefully before then, if it drops earlier I'll rush to get it out sooner.
Grumpy Old Man Jun 21 @ 1:07pm 
any news for the 1.6 patch?
WOFUR Jun 1 @ 2:56am 
I'm trying to turn this into a mod that allows me to separate research by tech eras with projects that I set the cost of - this would be done through making the "understanding" project give 9999% progress to random other techs in the tier. The problem is that when I set this value in the mod options (text file, the slider is capped) the project very quickly completes itself before finishing all the others, rendering it unusable. I want to set the "understanding" project to a static cost that is not affected by others, keeping it as a fast-track unlock to all technologies in a certain tech tier.
Daddy_stolas May 31 @ 10:29am 
Correction its "research tree" i got the names muddled
Daddy_stolas May 31 @ 8:38am 
I am unsure if this is part of the mod but I start with new tribe blank yet the second i start and open my Research tab (i use Tech tree due to the mods i use) and i can start researching Electisity and other Industrial teir Research without needing to Research the theroy techs.
fridgeBaron  [author] Apr 16 @ 8:13pm 
found the bug, must have been during this last update that they changed how something worked or when I swapped to the new add research function.

Either way also changed it up to hopefully be a bit more performant if it matters but now every 25 points of progress on a blocker tech it should add 25 * the random progress setting (default 60%) to a random tech on the same tech level as that blocker.

Also had a look at the blank starts and they seem to work fine for me? Are people going into the player faction in the scenario editor and setting it to new tribe/new arrivals and removing any forced techs?
random_ranga Apr 4 @ 5:41am 
I had to split this into several comments, hope the wall text isnt too much xD

@fridgeBaron I cant exactly recall how you had this set up before, but if I recall correctly it was intended to give you "x%" of progress to a random tech when you finish either a Theory or Understanding research task. The Insights are currently being added in the GameComponentsUpdate loop, so I think each tick is adding an insight to a random research, this might be where your issue lays. Good hunting, the only good bug is a dead bug.
Great to hear your making your own game as well! Fantastic to hear modders going to developers.
random_ranga Apr 4 @ 5:41am 
For those with the "Sudden Advancement" Bug where as you research either Theory or Understanding of an Era you'll suddenly finish a whole bunch of other research along the way..

This is a bug relating to "Random Insights", intended to give you research points to a random research of the same Era when completing a tech. This seems to have been multiplied by a large value, likely unintentionally, you can resolve it by turning the feature off. Ive found that the 1% option does work balanced enough for my tastes.

If you are like me and had a slider per era for how much research was needed for each advancement, youll need to toggle that off to see the slider setting, as there is no scroll bar to go further down to see the "Research Insights" slider.

Happy trails, hope this helps some.
TumbleElf Mar 22 @ 10:57pm 
this mod has a lot of issues right now, even after using the Fix in the discussions. i recommend this for anybody else having issues https://steamcommunity.com/sharedfiles/filedetails/?id=735268789
The Bard of Hearts Mar 19 @ 5:26pm 
I'm having some issue where I have "Industrial Understanding" supposedly requiring 126,000 research (sounds about right, I have a good number of mods that add techs). So I go to start researching it and i have it completed in half a day... Then suddenly I know all the research of the modern era or close to it.

It doesn't have a problem with researching normal things, but if I research any of the "Understanding"s first... I can basically skip entire eras and learn everything all at once. I can sit and watch the research bar fill up super fast whenever researching one of these. And getting almost everything for free is definitely not the intention.

Anything anyone knows about this or how to fix it?