RimWorld

RimWorld

65 ratings
Colonist Tech Background
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
5.310 MB
Jan 10, 2018 @ 10:13am
Feb 15 @ 8:45am
21 Change Notes ( view )

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Colonist Tech Background

Description
All characters are given one of four technological background traits: pre-industrial, industrial, spacer and transcendent. Colonists with lower background are incapable of doing research or produce items requiring more advanced background.

You may be interested in my other mod that is intended as a replacement for this one, while pursuing the same vision: https://steamcommunity.com/sharedfiles/filedetails/?id=3345889109

You may also be interested in this submod which aims to fine tune the gear equipment restrictions, combining features of this mod and Arcane Technology: https://steamcommunity.com/sharedfiles/filedetails/?id=3332415028

Known incompatibilities: Xandrmoro.Rim.FinishIt mod.

Jan 16 Update.

1. You should be able to load existing saves now. The game will assign default background to all existing pawns.

2. Added two ways for colonists to develop their background from Tribal to Spacer: through passive drift (a very slow process, speed is based on average tech background of the colony)
and by actively studying.

3. Added 2 new subskills of learning skill:
a) studying - allows colonists to develop their tech background more quickly. Studying is possible if there is at least one colonist of higher level. Governed by intellectual skill.
b) mentoring - allows pawns to increase studying speed of other characters. Governed by social skill, characters with higher skill spend less time mentoring others.

You can convert any table into a study desk for colonists to do their study and mentoring jobs. Current progress can be seen in the Trait tooltip.

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The tech background is determined mostly by the lech level of the faction, with following exceptions:
1. Default player colony starts with industrial tech level, but background for crashlanded colonists is set to spacer.
2. Pirates are generated with random background, with probability roughly 30 / 40 / 30.
3. Space refugees are either spacer or transcendent - 80 / 20 chance.
4. There is a small chance for local urban and tribal people to have a random background (to simulate assimilated space refugees etc.)

In the base game transcendent level is essentially equivalent to spacer, except that it lets you repair some ancient artifacts. However it may change with mods that add post-spacer techs. It is unclear whether chance of finding transcendent colonists is adequate to run a colony with such mods.

You may change tech background of your initial colonists with "prepare carefully" mod, but be careful, removing trait entirely counts as Tribal background.

Enjoy watching your colony degenerate into tribalism :)

Let me know if you find any bugs, or have comments or suggestions.
157 Comments
Guineatown20806 Jun 6 @ 4:06am 
https://pastebin.com/xGwtrf8d This is the error according to Visual exeptions. Let me know if you need more information.
Guineatown20806 Jun 6 @ 4:04am 
Getting some logspam about duplicate ticking pawns with Tech Backround, rocketman, allies are helpfull and Vanilla expanded settlers. I am not noticing any issues appart from the log spam.
Yoann May 9 @ 11:17am 
@JoeOwnage Only vanilla tables, but you can easily patch modded tables by adding them this:
<li Class="TechBackground.CompProperties_StudyDesk">
<MaxPawns>2</MaxPawns>
</li>
JoeOwnage May 9 @ 11:00am 
What tables will get the gizmo for turning them into a study table? I haven't seen it on any Medieval Overhaul tables or Vanilla Furniture Expanded tables so far. Is there a research for it? Maybe you should just add your own study table.
Wololo Apr 8 @ 5:01pm 
This mod brings a real plus to the game in terms of balance, but do you think it's possible to make progression from spacer to transcendent possible? Because when you play with mods that add weapons and armor of this technical level, it's no longer possible to equip them despite learning.

thank you in advance for the answer and in any case thank you for this mod!
Yokay Mar 25 @ 7:03pm 
Does not seem to be compatible with Rimworld of Magic's necromancer-raised undead.
BottledDew Mar 25 @ 3:50am 
Hello, I seem to be getting a black launch menu screen with this mod. Tested with and w/o.

Here's the modlist https://rentry.co/w3hev5e6
Vintage Misery Mar 13 @ 7:10pm 
@StockSounds

Creating compatibility with Androids is pretty easy to do yourself. If you go into the Def/AndroidSettings.xml, there is an <allowedtraits> tag, add <li>TechBackground</li> into that and you can whitelist the trait so it stops spitting out an error.
StockSounds Feb 18 @ 8:42pm 
I should've considered that, but I also asked Ferny and I don't want to be annoying about it.
Aos Si  [author] Feb 18 @ 7:30pm 
@StockSounds
This mod uses traits to keep track of the pawn tech progress and likely will not be compatible with any mod that manipulates traits. The only way to resolve this would be to re-implement the mod using some other system, which would involve rewriting and testing a significant part of the code, which I'm not willing to do.
Did you try to contact the devs of the VRE - Androids mod? Perhaps it would be much easier for them to add a toggle to their mod that disables the trait removal for the androids.