RimWorld

RimWorld

Tech Primitives [discontinued]
57 Comments
Energistics  [author] Oct 23, 2022 @ 2:42am 
This mod is no longer supported as Start Without Techs does exactly the same but is customizable as it has mod options and has better integration with other mods, i.e. it works with all player factions.
jkattner Oct 22, 2022 @ 6:52am 
It seems to be incompatible with version 1.4 at present. It throws off a few error messages at startup.
//SlipperyPete:. Jan 1, 2022 @ 9:33am 
Thanks! I actually stumbled across that one already and have added it to my list!
Energistics  [author] Jan 1, 2022 @ 9:31am 
@//SlipperyPete:. Nope, but the remake mod Start Without Techs does contain settings for that.
//SlipperyPete:. Oct 6, 2021 @ 4:49pm 
Does this allow you to keep the starting tech from Memes? Basically I want to only start with the fungal gravel tech from Tunneller Meme (which is unique to that meme).
Energistics  [author] Jul 28, 2021 @ 1:18am 
@⎛⎝ AlilSneezyPanda ⎠⎞ Update is out, I hope it works now, though, I cannot test it by myself.
Lexyvil Jul 27, 2021 @ 11:53pm 
Thanks! This is exactly the kind of playthrough I wanted--No researched tech as if starting like cavemen. I'm just surprised that such an option is not even in the game.
⎛⎝ AlilSneezyPanda ⎠⎞ Jul 27, 2021 @ 3:15pm 
Thank you for your time, it's very much appreciated. :winter2019happyyul:
Energistics  [author] Jul 27, 2021 @ 1:53pm 
Yeah, Ideology has come up with a new way (memes) through which you can get starting researches. Will fix this hopefully tomorrow. Should work with the reworked version of this mod though. Link is in the description above.
⎛⎝ AlilSneezyPanda ⎠⎞ Jul 27, 2021 @ 9:09am 
I'm also still having an issue with getting these no tech mods to work.
I've completely uninstalled all mods and loaded just this one and I'm still getting a lot of research slipping through. Thinking spot has disappeared.
kongkim Jul 21, 2021 @ 12:39pm 
don't know way. i have always used this with the mod Tech block.
But when i do now, i still have medivle done.

Is is best to load first or last in the mod order?
Energistics  [author] Jul 19, 2021 @ 11:56am 
Link is above in the description.
Energistics  [author] Jul 19, 2021 @ 11:55am 
I reworked this mod. It is now much more robust, clean, easier to use and sould work with any modded faction!
kongkim Jul 18, 2021 @ 2:42am 
The ideology expansion will be out on 20/07,and the game version is 1.3 will this mod be updated for that :)? As i will be starting a new game when ideology is out.
Annabellee Jul 14, 2021 @ 9:17am 
will this get an update to 1.3?
Sanguinomancer Jun 14, 2021 @ 9:43am 
The "primitive" player faction names that this mod adds uses "new arrival" setting for names, equipment and faction-backstories, which are all space theme.

Shouldn't they use tribal backstory and equipments at least, if not even more primitive than that?
Satyrn Apr 26, 2021 @ 1:04pm 
@Energistics Yes, I already thought about it but, no luck for me, it didn't appear there too...
Energistics  [author] Apr 26, 2021 @ 8:54am 
@Satyrn You probably need to edit your scenario. This mod adds "Primitives", a new player faction type, besides "Tribe" and "Colony". So you need a scenario which has this faction set, or you edit your specific scenario.
Satyrn Apr 26, 2021 @ 8:29am 
Hello there! Thanks for the Mod, this is exactly what I need in my gameplay.
But, sadly I couldn't manage to make it work. I can't find mod's name in in-game mod settings. In fresh started game, I still see electricity, and other techs are researched by default.
Any suggestions? Thx.
Angel Mar 10, 2021 @ 10:10pm 
Does this break specific crash landing events like Royalty quests and whatnot? I noticed that custom no tech faction mods tend to break that sort of thing.
Energistics  [author] Mar 10, 2021 @ 4:44am 
Updated again. Still, I am relying on guys like you to test it, and I really appreciate it :)
benny30912 Mar 9, 2021 @ 5:38pm 
And it seems that xpath should start from /Defs.
benny30912 Mar 9, 2021 @ 5:01pm 
"Royality" in the patch file should be "Royalty".
Angel Mar 6, 2021 @ 8:57pm 
Empire -100 still an issue.
Energistics  [author] Nov 11, 2020 @ 8:10am 
@Ratio Thank a lot! I'll update that as soon as possible.
Energistics  [author] Nov 6, 2020 @ 2:10am 
@crowberry Don't worry about spam, thats absolutely fine.

I published an update that hopefully fixes this. Again, I cannot test it unfortunately. So any hint about it's working or not is very appreciated.
Raleon Nov 5, 2020 @ 1:09pm 
Sorry for the spam, but just to let you know it was super easy to fix. Test's comment from August 24th worked. Changed the file and after that devmoding the empire to neutral worked.
Raleon Nov 5, 2020 @ 12:57pm 
Yep, still exists. Empire relation is fixed at -100. Completing empire quests that should raise goodwill doesn't work, plain devmode set faction relations command neither. Didn't realise it was fixed until a few hours in the game. I'll try the fix in Eidolan's comment, otherwise I guess this will be a different kind of playthrough.
Energistics  [author] Nov 5, 2020 @ 1:40am 
@Eidolan I don't own Royality, I would appreciate letting me know whether this bug still exists or not.
Eidolan Nov 4, 2020 @ 12:21pm 
Hey there is a bug with this where you will be hostile with the Empire faction, here is a link on how to fix the issue

https://www.reddit.com/r/RimWorld/comments/iayptr/psa_empire_100_goodwill_and_how_to_fix_it_modded/
Dosboy Sep 19, 2020 @ 8:11pm 
Just enable it and when you go to use your research bench, it will have no "freebie" researched items. You will have to research everything yourself. Makes the game much harder as you will have to dedicate someone to researching asap. Want a real challenge? Combine this with "naked brutality"... a single naked person who has nothing researched... that's tough.
快把那炉火烧得通红 Sep 19, 2020 @ 7:42pm 
how to use this mod?
test Aug 24, 2020 @ 9:55am 
to fix you can open C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Royalty\Defs\FactionDefs\Faction_Empire.xml and find
<permanentEnemyToEveryoneExcept>
<li>OutlanderCivil</li>
<li>TribeCivil</li>
<li>PlayerTribe</li>
<li>PlayerColony</li>
<li>Ancients</li>
</permanentEnemyToEveryoneExcept>

and add <li>PlayerColonyLowTech</li>
test Aug 24, 2020 @ 9:35am 
relations with shattered empire won't improve (stays at -100)
Do I have to have a title for the relations to change or is it a bug? So I did quests and helped their research and released their people
Showing 1-2 of 2 comments

HunterSilver has RimWorld 2 minutes ago
This is an issue with faction mods. 1.2 introduced a new parameter for the Empire, 'Not Enemy of The Empire' and most mods adding custom factions and storytellers have not updated their mod to add their faction to the list.
paradigm87 Aug 21, 2020 @ 9:02am 
Seems to be suffering from the bug which causes empire relations to not be able to change. Post about it is here: https://www.reddit.com/r/RimWorld/comments/iayptr/psa_empire_100_goodwill_and_how_to_fix_it_modded/
Energistics  [author] Jun 24, 2020 @ 8:56am 
Alright, was a pretty straightforward fix ^^
Energistics  [author] Jun 24, 2020 @ 8:25am 
@Mythcadum
I'll take a look into it soon. Thanks for your feedback!
Mythic27 Jun 23, 2020 @ 2:03am 
When creating a new scenario with this faction, the pawns always have modern clothing instead of tribal wear like the 'New Tribe' faction. I expected neolithic clothing would be standard with this mod. The same with pawn random careers, the modern ones still come up frequently when randomizing. Is there a setting I'm missing?
Energistics  [author] Mar 9, 2020 @ 5:15am 
@wakamex thank you! Also for your reports and patience :)
wakamex Mar 8, 2020 @ 7:49am 
awesome! works perfectly now! thanks for all the work! exclamation mark
Energistics  [author] Mar 7, 2020 @ 1:57pm 
@wakamex Fixed ^^
@Sea Hutch thanks a lot ^^
wakamex Mar 7, 2020 @ 1:50pm 
now I get a compatibility error loading it. may be the fault of one of the other mods, but I wasn't getting this with the last version. *shrug*

https://pastebin.com/wKdKZnwg
Sea Hutch Mar 7, 2020 @ 11:03am 
Thanks for the fix, it works again for 1.1 and doesn't have any compatibility issues as far as I can tell. You've done great work, don't even worry.
Energistics  [author] Mar 7, 2020 @ 10:55am 
@wakamex
Weird, I swear it worked last time...sorry for that, I hope now it functions, at least for 1.1. I'll safely take look into 1.0 anyway. I'm quite new to modding so sorry for the inconvinience ^^
wakamex Mar 7, 2020 @ 10:13am 
I still get no world UI on a new colony. with this modlist:
brrainz.harmony
ludeon.rimworld
ludeon.rimworld.royalty
unlimitedhugs.hugslib
jaxe.bubbles
fluffy.worktab
fluffy.followme
fluffy.medicaltab
fluffy.colonymanager
conz.vegmeals
showhair.kv.rw
fyarn.easyspeedup
edb.preparecarefully
notfood.researchpal
avilmask.commonsense
configurablemaps.kv.rw
energistics.techprimitives
Energistics  [author] Mar 7, 2020 @ 9:58am 
It is updated for 1.0 and 1.1 and should work fine.
wakamex Mar 7, 2020 @ 9:50am 
is it updated? I see an update 1h25m after the last post. don't want it to break my game again =/
Energistics  [author] Mar 6, 2020 @ 3:48am 
@Bannes You are right, I hotfixed it, but I have to publish it from home. It'll be updated in approx. 5 hours. Thanks for your report :)
Bannes Mar 6, 2020 @ 2:53am 
theres a bug where setting your tech to primitives that removes ui from world map and log says nothing about it.(spent 3 hours messing with settings. also launch with this only and still same bug with no useful info from logs)
Energistics  [author] Mar 3, 2020 @ 2:29pm 
@Sea Hutch Thank you a lot ^^
@Reck Yes, it will be updated in the following days :)