RimWorld

RimWorld

Start Without Tech
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 :-)
Im Bad At This Game 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)
Kotobike Oct 23, 2022 @ 6:44am 
thank you my friend ;)
Energistics  [author] Oct 23, 2022 @ 2:24am 
@kotobike 1.4 Version is out! :)
Kotobike Oct 22, 2022 @ 7:42am 
1.4?
Energistics  [author] Sep 5, 2021 @ 8:19am 
@Kobalter Tech primitives adds a player faction without techs and with low tech level. This mod let you decide in options your tech level and removes on all new games all researches, regardless of your faction.
Koba Sep 4, 2021 @ 8:48am 
Whats the difference between this mod and tech primitives?
Energistics  [author] Aug 30, 2021 @ 1:56pm 
@oicher You're right, issue found an solved. Thank you ^^
Annabellee Aug 30, 2021 @ 9:34am 
https://gist.github.com/24501cbff6d1505494ee7b3002db0429 yea so medieval overhaul is incompatible with this
Annabellee Aug 30, 2021 @ 6:32am 
Can you check the compatibility with Medieval Overhaul
Energistics  [author] Aug 29, 2021 @ 8:48am 
@deathskull2008, @Sinful Alochii
Just updated my mod, added some mod options that should help; should now work way better with tech advancing
Sinful Alochii Aug 21, 2021 @ 7:19pm 
Question - Does this allow you to advance in tech with this mod alone? The reason I liked Tech Advancing is due to the way you could technically get better and better but if not its okay. Just looking to see if I need to disable Tech Advancing to use this.
deathskull2008 Aug 20, 2021 @ 8:52pm 
no problem take your time and thank you for the response, it does seem to work as long as I stay on dev mode and start as a tribe. Currently having a great time so can't say I'm complaining.
Energistics  [author] Aug 18, 2021 @ 1:43am 
@deathskull2008 You are right, this feature of Tech Advancing doesn't work with the mod, due that it's no new faction and simply uses the level of your chosen faction. I'm planning to add a config option to choose your faction level by yourself, but I'm too busy atm to do that.
deathskull2008 Aug 18, 2021 @ 12:32am 
nope just had to start it dev mode... I think... just ignore me.
deathskull2008 Aug 17, 2021 @ 3:15am 
I have a huge mod list so it could be something else but it seems like this mod is no longer working with Tech Advancing. When I start a tribal colony and use Tech advancing to determine their Tech Level it seems to consider it a colony and forces it to an industrial Tech level. It works again when I turn off this mod.
Bonesters Aug 4, 2021 @ 8:43am 
I created a small XML patch that might be able to replace the C# code or act as a backup to it. One of the mods I was using caused the C# patch to fail, and I figured that making this XML patch was faster than finding the mod. https://pastebin.com/Drr6i9n3
Energistics  [author] Jul 31, 2021 @ 5:15am 
Be sure you don't have a scenario with a completed research. I was completely confused when I tested my mod with "The Rich Explorer" and got some techs researched, others not.
picard65 Jul 31, 2021 @ 4:25am 
from my knowledge of some of those mods, yes, those are items that simply don't require researches at all...btw, i am still having a red error when the game loads with my modlist and it dosen't work, in the next couple of days i am going to try and crack what mod is doing that for me, as the error itself dosen't relay give any info
Ryusho Yosei Jul 30, 2021 @ 2:57pm 
Alright, Was just wondering in some cases, but I have been working to adjust what ones I have, as some of them were making even the original ones bypass the tech restriction.
Energistics  [author] Jul 30, 2021 @ 2:47pm 
@Ryusho Yosei I looked into a few. This seems to be intentional by the mod creators. For example, a (simple) chair, a smokepit, barricades or spike traps are still quite basic stuff and do not really fit into any standard researches. At least I'm guessing that's what they thought about that. Yet, that's not in my hands.
Ryusho Yosei Jul 30, 2021 @ 8:11am 
Alright, Loading it u p, chose the normal lost tribe start, Start without tech is loaded....Looks like Gloomy Furniture bypasses tech potentially, Smokepit, earthen mound defense, crafting basket, from Zars Tribalism, Spike trap from Better spike traps, Mideival times unoficial update has the wooden barricatde, some items from Vanilla expanded vikings like face painting table, Elder brain pool, I assume from chuthulu something mod.....STuff from COlony Leadership...
Ryusho Yosei Jul 30, 2021 @ 7:47am 
Will do, rebooting the game up to check what mods are listed, considering I have the "What mod is that from" ..or one of those mods that lets me check by mousing over, though I know I have the default walls, as the lets play I saw had to actually research basic walls...
Energistics  [author] Jul 30, 2021 @ 7:44am 
@Ryusho Yosei Could you name one of these mods? Would like to look into it to be sure it's nothing on my side :)
Ryusho Yosei Jul 30, 2021 @ 7:01am 
Well it seems to be behaving a bit better now, seems the main issue is that for some reason some of my mods -just give you- the items, rather then having them linked to any tech, so I have stuff I shouldn't and need to remove those mods X_X
Ryusho Yosei Jul 30, 2021 @ 5:54am 
Working on trying to do just that.
Energistics  [author] Jul 30, 2021 @ 5:24am 
@Ryusho Yosei Could you generate a new game and see if the bug still exists after the last update?
Ryusho Yosei Jul 30, 2021 @ 5:07am 
I was in 1.2, and using quite a lot of mods, I have a 500 mod list, at the moment.
picard65 Jul 30, 2021 @ 3:17am 
Thank you for the quick answer, i do really, really love this mod, and i am glad i can keep using it while i still remain in 1.2 :)
Energistics  [author] Jul 30, 2021 @ 2:45am 
@Ryusho Yosei What mods are you using? Are you playing 1.2 or 1.3? Are you getting any errors?
Energistics  [author] Jul 30, 2021 @ 2:44am 
@picard65 thanks for reporting, forgot to test last update on 1.2. Should be fixed now.
Ryusho Yosei Jul 29, 2021 @ 9:43am 
I was wondering if it was my side or not, as I had been trying to use it multiple times, but I kept starting with so many pre-researched things like beds and other things, and yet, nothing was researched in the tech tree.
picard65 Jul 29, 2021 @ 7:58am 
Sorry to trouble you, but i have a problem in 1.2, the mod simply dosen't work, here's the pastebin huglog (sorry, but for some reason it dosen't want to do it on the github page, as shown by the last error) https://pastebin.com/YB40F2Ca
the mods loaded are: harmony, core, royalty, hugsliv, mod manager, and start whitout tech
Energistics  [author] Jul 29, 2021 @ 2:41am 
@ScientistMan96 That's a very good idea for my upcoming free weeks ^^
ScientistMan96 Jul 28, 2021 @ 8:34pm 
Honestly, I'd think it would be great to have 2 options for that. One for complete removal of ALL techs, and another for removal of faction techs, but not touching techs added by your Ideology. No worries of not, though. I just find that it makes sense that if a faction's entire way of life is centered around living inside a mountain, then naturally they intuitively understand it's uses, ie. Stonecutting and higher mining yields.

Then you have people like Kenni that really do what a purely no-tech start, so good to have options if possible.
Kenni Jul 27, 2021 @ 5:32pm 
I tried starting a new game and it appears to remove it now.
Energistics  [author] Jul 27, 2021 @ 1:07am 
@Kenni I published an update. As I don't own Ideology I would appreciate if you guys could let me know if it is now working properly or not :)
Kenni Jul 26, 2021 @ 6:55pm 
So, not really your mods fault but thought I'd post it here since I've been using your mod and it drove me nuts trying to find out why I had stonecutting all the time using Ideology.

The "Tunneler" meme gives you the tech Stonecutting and this mod doesnt remove it.
Energistics  [author] Jul 26, 2021 @ 12:20am 
@Vinlic I don't think that it does matter at all, but to be safe I think near end and after new tech-mods is better. Not tested yet, though.
Vinlic Jul 25, 2021 @ 4:31pm 
would this be better placed near the beginning or end of a large modpack(200-300 mods) or does placement not really matter?
picard65 Jul 20, 2021 @ 3:09pm 
this is wonderfull...thank you very much
StupidBaby Jul 20, 2021 @ 2:04am 
This is the real thing.