RimWorld

RimWorld

292 ratings
No Starting Research
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.261 MB
Feb 25, 2020 @ 2:50pm
Jun 14 @ 2:20pm
24 Change Notes ( view )

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No Starting Research

Description
Allows you to start without research

|| This mod allows you to choose whether to start with starting research (vanilla start) by leaving everything as is, without playing with any options or without anything already researched by choosing one of the basic scenarios or by going into the scenario editor and selecting the "New Basic Arrivals" or the "New Basic Tribe" as your player faction. ||

I have created a discord for people who need to share their logs with me https://discord.gg/4x6PzwdCsR
Popular Discussions View All (4)
11
Jun 28, 2024 @ 3:35am
PINNED: Bug Encounters
NewsofPE
6
Jul 23 @ 4:15pm
Questions and Answers
NewsofPE
4
Feb 24, 2024 @ 6:29am
Feature Requests
NewsofPE
180 Comments
Xenogray Aug 27 @ 10:51am 
Problem is : You start only with fire research and have no way whatsoever to progress except with the passive research mod (afaik)
juniper Aug 12 @ 3:10am 
VFE Tribals integration would be amazing
Fabian Jun 29 @ 4:18pm 
VFE Tribals integration would be fantastic! :shflag:
WildStargazer Jun 23 @ 4:04am 
Thank you for quick update to 1.6!
lostormisplaced Jun 1 @ 9:55am 
I checked, this does not stop the basics from being researched. Could you add integration for VE tribals please
lostormisplaced Jun 1 @ 8:36am 
does this also get rid of all starting research from VE tribals, even the one for fire?
giosuepolato1 Mar 27 @ 4:00am 
for this mod i use https://steamcommunity.com/sharedfiles/filedetails/?id=735268789&searchtext=tech+level
that way your colony tech level advance whith research
NewsofPE  [author] Mar 4 @ 5:37pm 
@Teneksi Sadly can't do anything about that, in the coding it's either one thing or another, can't change it midway, unless you know that a mod is capable of doing such a thing, I'd like to hear about it.
Teneksi Mar 4 @ 2:03pm 
When I start the game and have no research, that's when I know the mod worked. When we have a fully industrial colony with power armor and the game continues to call us "basic," it's insulting
NewsofPE  [author] Sep 17, 2024 @ 12:23am 
@Namira Well I made the distinction so that everyone playing would know if the mod was working and if they were doing the correct colonists, the name not having a difference would make it harder to know if you, for exemple, went into an old save.

Changing the name of the colonists could be an option I could add once I figure out how to make an options menu for my mod. But for now, what I would suggest on doing is going on the drive where you installed RimWorld, and then go into "Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\No Research\1.5\Patches\Core\Factions_Player.xml" where you'll find <pawnSingular>basic colonist<pawnSingular>, change that to whatever you want, you can then also change <pawnPlural>.

Hope that helps