RimWorld

RimWorld

TechBlock
Lurmey Jul 21, 2024 @ 11:07am
Fix: Starting with Industrial Theory unlocked
Here is how to fix it when you start a new save with new arrivals blank and the mod starts you with Industrial Theory unlocked anyway:

  1. Open TechBlock's folder in mods (easy to find with RimPy - just right click TB and open folder), go to 1.5\Defs\FactionDefs and open the BlankStarts.xml
  2. Edit the New Arrivals Blank one so <techLevel> is Neolithic instead of Industrial.
  3. Find your save in %APPDATA%\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves and MAKE A BACKUP!!
  4. Then I opened my save in Notepad++, searched for "techLevel" and edited the "Techblock saved tech level" to Neolithic. Then this next part is tricky.
  5. Now search for "researchManager". This section lists first all of your research projects, then separately all of their progress points gained.. so look for the TB projects (you can search "industrial" to find this), note what order they are in (maybe screenshot this) and count how far they are from the top of the projects list. Then scroll down and count that far from the top of the points list to find their progress and set the ones you want back to 0.

Don't forget to restart your game before continuing. Then load up your save and they should all be reset!

Note it may also be worth making a local copy of TechBlock so the change in step 2 isn't undone by an update.
Last edited by Lurmey; Jul 21, 2024 @ 11:15am
< >
Showing 1-2 of 2 comments
Emperor Jason Jul 25, 2024 @ 8:54pm 
This worked for removing the normal techs, but Industrial Theory and all the other TechBlock techs are still unlocked for me. Any thoughts?
Lurmey Jul 27, 2024 @ 3:24pm 
Originally posted by Emperor Jason:
This worked for removing the normal techs, but Industrial Theory and all the other TechBlock techs are still unlocked for me. Any thoughts?

If you followed the steps right this shouldn't affect your other research projects. You must have set all your research manager points to 0 for that to happen. TechBlock seems to automatically complete those projects to match your colony tech level, so check any other mods (such as Tech Advancing) that may be changing your tech level.

Next, check that Steam didn't overwrite your change to TechBlock in Step 2. If need be, make a local copy of it in "steamapps\common\RimWorld\Mods" and load that instead.

Also make sure you're using the "New Arrivals Blank" faction, not just "New Arrivals". If you are using the vanilla "New Arrivals" you can either use the mod Scenario Amender to change it (beware the risks stated on that mod's page!) or edit your Core files the same as in Step 2: Go to "steamapps\common\RimWorld\Data\Core\Defs\FactionDefs" and edit Factions_Player.xml to set New Arrivals techLevel to Neolithic.

Finally, after doing all of these go back through steps 4 and 5. Essentially what this whole thing is doing is telling TechBlock not to auto-complete those, and then manually setting them back to un-researched. Make sure you follow step 5 carefully, or you can just take the nuclear approach and use the "Reset all Research" dev mode option.

Good luck!
Last edited by Lurmey; Jul 27, 2024 @ 3:25pm
< >
Showing 1-2 of 2 comments
Per page: 1530 50