RimWorld

RimWorld

135 ratings
Start Without Tech
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.923 MB
Jul 18, 2021 @ 9:21am
May 7, 2024 @ 12:33am
11 Change Notes ( view )

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Start Without Tech

Description
Every new game will start without any techs. Mod Options for setting your starting tech level and current tech level are available.

Research how to plant trees and build beds. Research electricity as a colony. Master ALL technologies. Because average humans are not able to build an electric stove without at least reading a few lectures.

Find it on GitHub[github.com]

HOW TO USE
Just subscribe, enable it and play! It should work with any modded faction.
If your scenario has a starting research (i. e. "The Rich Explorer") this research and its prerequisites will have been completed.

Not hard enough? Check out my scenario Naked Brutality Extended.


TODO
  • Add config options for removing vanilla researches and ideology meme researches individually DONE!
  • Add config option for choosing tech level DONE!


MOD HARMONIES


INCOMPATIBILITIES
Nothing known.


LOAD ORDER
Should not really matter. Place it after tech-adding mods to be safe.


Enjoy this little mod!

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51 Comments
Sheriff Rosco Mar 26 @ 1:01pm 
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 Oct 19, 2024 @ 11:41am 
@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 Sep 10, 2024 @ 1:18am 
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 Sep 5, 2024 @ 8:21pm 
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 Sep 5, 2024 @ 2:12am 
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 Jun 5, 2024 @ 1:27pm 
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 May 7, 2024 @ 5:19am 
<3
Energistics  [author] May 7, 2024 @ 12:33am 
Updated to 1.5
lejkob Apr 13, 2024 @ 2:14pm 
Please update to 1.5 :-)
Birphon Nov 30, 2022 @ 9:57pm 
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)