RimWorld

RimWorld

No Starting Research
177 Comments
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
Namira Sep 16, 2024 @ 7:56pm 
Is there a way to make it so that the UI doesn't refer to my dudes as "basic colonists"? (e.g. "raiders are attacking your basic colonists" It's only a tiny thing but it's a weird pet peeve for me that it doesn't just say "colonists"
asleepsheep Jul 21, 2024 @ 3:01pm 
this is just what i needed! :)
NewsofPE  [author] Apr 19, 2024 @ 1:43pm 
Updated the mod to be compatible with both 1.5 and Anomaly.

Will work on a fix later (Don't know when) for the issues @Dragon of Desire and @mesi brought up
Haz Apr 18, 2024 @ 11:11am 
@NewsofPE I think you might just need to re-compile the mod to comply with the 1.5 structure? I might be wrong but I've seen a few different mods where that was the fix :)
NewsofPE  [author] Apr 12, 2024 @ 9:06am 
@matarile I should have done that when 1.5 was in beta but didn't have the time or pc, will look into it in the following days. My guess is that the 1.4 version still works for 1.5, but if that isn't the case, please warn me and I'll get right on it.
matarile Apr 11, 2024 @ 10:47pm 
hi any idea about 1.5 update?
Gerewoatle Nov 19, 2023 @ 9:58pm 
@Sprocket: VFE: Tribals does a hell of a lot more than just remove starting research, and it requires you to play a very specific sort of early game that this one doesn't. Really, did you even read the VFE: Tribals page?

This mod still very much has a place.
Sprocket Nov 19, 2023 @ 1:59pm 
Looks like this mod is rendered almost obsolete by VFE Tribals. Great mod though.
mesi Oct 13, 2023 @ 7:37pm 
I think core rimworld might have changed something as this bug previously existed in the base game as well.

I worked around it using the Ideological Anima mod so no biggie here. Thanks for the mod :)
NewsofPE  [author] Oct 13, 2023 @ 1:59pm 
@mesi That is weird, I'll have to check as soon as I can get a hold of my PC, can't promise when.
mesi Oct 12, 2023 @ 11:56pm 
Hi there, I just noticed a problem with the tribal start in biotech - that is that if you choose to start with children they don't have the "natural" meditation focus type and thus can't meditate at the anima tree.

I dunno how it's implemented in the base game, but when you do a "New Tribe" start, the "Child" backstory grants natural meditation focus, whereas for whatever reason with "New Basic Tribe" it doesn't.

You can test by hovering the backstory in the initial pawn selection of a new game after changing one to a child.
NewsofPE  [author] Sep 21, 2023 @ 12:27pm 
@Dragon of Desire I'll have to check it out as soon as I have access to my PC and the files, live situations right now that make it so that I won't be able to for a few months probably. Sorry in advance for the delay.
Dragon of Desire Sep 16, 2023 @ 2:47am 
From what I have experienced the granted tech from Ideology overrides this mod no matter what start you use. That sucks, because I love fresh starts. I have to go and edit the savegame to remove the mods in order to have a truly research-free start with the Tunneller Ideology.
NewsofPE  [author] Aug 20, 2023 @ 11:17am 
@Astrobia Good question, this mod was made before Ideology was even thought of so I have no idea how it interacts, I have not tested it either, I would assume they interact as they should, still granting the research, but if this is not the case, please tell me, and I'll fix it as soon as I'm available, which should be towards the middle of next month. I am currently moving.
Astrobia Aug 19, 2023 @ 2:41am 
Sorry if asked before. But how does this interact with ideology memes or scenarios that grant starting techs. For example, Tunneller granting Stonecutting. Does it override them or eliminate all starting tech except those added?
Skeksis25 Jan 23, 2023 @ 10:06am 
Thanks so much for this mod! I wanted to start a truly "Start with Nothing" scenario and one of the requirements for it is of course, start with no research either. Its is weird that the base game does not offer that option in the Scenario Editor, but your mod has been awesome for that.
M Jan 14, 2023 @ 7:53pm 
Research already super slow in the game ahaha + and MANY ways in the game that affect research speed anyway but need mods to queue up research too :D cheers
finalshdw Dec 22, 2022 @ 5:40pm 
I do have trouble starting with modded races that don't use a xenotype now, it is just difficult to force the game to give me those races that used the older backstory changer to get the right one. It works WONDERFULLY with the new xenotype reroll option though, very easy to make an interesting starting scenario.
NewsofPE  [author] Dec 22, 2022 @ 9:29am 
@Ozimov I kind of gave up on the idea of slowing down research, I feel that although it could be an option, I don't find it necessary to add it as my mod already challenges the player enough by starting with no research. One of the biggest reasons why I am not doing it at the moment (I may still in the future do it), and I'm not going to lie, is that I am not good enough of a coder to figure out how I could do it, the motivation missing as well. Like I have said earlier, there are a few mods that do what you ask and for the moment would be a better choice. I hope you and others understand.
NewsofPE  [author] Dec 22, 2022 @ 9:25am 
@finalshdw Glad you're enjoying the mod, love hearing people saying they enjoy it.
finalshdw Dec 20, 2022 @ 10:13pm 
if you use Ideology expansion, there is a way to slow research via that too. I am waiting for Save Our Ship to update so that I can play with the storyteller that bases advancement on research completed and not wealth. This is one of my essential mods, I love the challenge and enjoyment of progressing through the research tree.
NewsofPE  [author] Nov 2, 2022 @ 3:45pm 
@Chickenp censors feedback So I'm still going to look into it, what you are asking is definitely possible, but for the time being, I would recommend you one of the many mods in the workshop that slows down the research.
Ozimov Nov 2, 2022 @ 6:25am 
@NewsofPE great, no problem! Thanks for your time! now at least we know there's a way to play with his and yours together. :)
NewsofPE  [author] Nov 2, 2022 @ 6:19am 
@Ozimov I've looked into it and it would, to be honest, be easier for the other mod creator to implement a fix, I saw you commented on his mod too. I went and checked his mod files to see how I could implement a fix but unfortunately his files are dlls, meaning I cannot look at his code as easily as he can look at mine.
NewsofPE  [author] Nov 2, 2022 @ 6:16am 
@Chickenp censors feedback I could look into this as a menu option that people could toggle on or off, it wouldn't fit right with me for my mod to feel limited in terms of options.
Ozimov Nov 1, 2022 @ 8:36pm 
Hi, i believe this one's not compatible with Tech Advancing. I started a naked brutality no research and I don't have the research penalty that that mod gives.
Jet Nov 1, 2022 @ 7:17pm 
i usually wait 1-2 days per research since i go through it too fast for my liking. Would the option of forcing a delay between research projects be within the scope of this mod?
NewsofPE  [author] Oct 27, 2022 @ 1:45pm 
@mezzi8k You can click on the "Naked Brutality" option in the scenario options and then click on "Scenario Editor" and then enable "Edit mode". You can check the pictures here on the mod page to see a step by step.
JT Oct 27, 2022 @ 1:23pm 
What if i wanted to do No Research with naked brutality?
Freya Oct 27, 2022 @ 7:17am 
yeah i figured i just uninstalled it for now
NewsofPE  [author] Oct 27, 2022 @ 6:31am 
@Freya So the issue was indeed the tent mod as you said in my discord, I don't think even I could fix this as I would have to work on the tent mod myself, his mods are breaking even the base game with any other mods and you will have to either write the mod creator a message and/or wait for him to fix it.
NewsofPE  [author] Oct 27, 2022 @ 5:12am 
@Freya Please tell me if you do find the issue and what the problem was, this could get me to work towards a possible fix with the mod compatibility. Thank you.
Freya Oct 27, 2022 @ 5:08am 
yeah i was thinking it might be something like that, gonna see if i can figure it out and if i cant ill put up my modlist
NewsofPE  [author] Oct 27, 2022 @ 5:07am 
@Freya This is weird, as my mod only changes the fact that you start with research or not, this is maybe due to a mod compatibility issue. If you could link your mod list in my discord in #player-logs, this would be great. Thank you.
Freya Oct 27, 2022 @ 4:46am 
got an issue that i cant select every landing site, some tiles just arent selectable, only happens when i switch my faction to one of the basic opitons
NewsofPE  [author] Oct 1, 2022 @ 2:09am 
@se05239 If you could go into my discord linked above and post your mod list, that would be really helpful, I could try seeing what is happening and if I can replicate it and hopefully fix it. Thank you.
se05239 Sep 30, 2022 @ 9:16pm 
@NewsofPE I did start a new colony with the Basic Tribe and everyone turned into nude tribals. Removed it and started anew, and everyone is now Spawning with clothes and correct equipments. Might been a mod conflict of some sort but I think I'll just do a normal Naked Brutality from now on.
NewsofPE  [author] Sep 30, 2022 @ 11:36am 
@se05239 Are you sure that this error is from this mod? Cause this mod only touches on the player faction and no other files, this could be from another mod or an incompatibility with another of your mods.
se05239 Sep 30, 2022 @ 10:31am 
This mod made it so that all Pawns from all other factions went naked, had tribal weapons and when raids happened, only one single Pawn came to attack.. No error messages or whatever either.
Screaming Heavy Jun 26, 2022 @ 5:40am 
Thanks. I wanted to do a run where I research only a certain factions technology but I had too many mods installed that would get in the way and clutter the UI.
F1tgal911 May 9, 2022 @ 11:03am 
Awesome mod because you can start with really nothing! No research, start from zero, scratch, nada.
Gamer of Indeterminate Gender Apr 19, 2022 @ 8:54am 
Finally, I can play as my truly naked and illiterate cannibal raiders! No tech? No problem! Just steal from everyone else and eat the leftovers! :D
gamerpoets Mar 25, 2022 @ 10:43pm 
Been looking for this mod = ) ... well here it is!