RimWorld

RimWorld

120 ratings
Start Without Tech
   
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.923 MB
18 Jul, 2021 @ 9:21am
7 May @ 12:33am
11 Change Notes ( view )

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Start Without Tech

Description
Every new game will start without any techs. Mod Options for setting your starting tech level and current tech level are available.

Research how to plant trees and build beds. Research electricity as a colony. Master ALL technologies. Because average humans are not able to build an electric stove without at least reading a few lectures.

Find it on GitHub[github.com]

HOW TO USE
Just subscribe, enable it and play! It should work with any modded faction.
If your scenario has a starting research (i. e. "The Rich Explorer") this research and its prerequisites will have been completed.

Not hard enough? Check out my scenario Naked Brutality Extended.


TODO
  • Add config options for removing vanilla researches and ideology meme researches individually DONE!
  • Add config option for choosing tech level DONE!


MOD HARMONIES


INCOMPATIBILITIES
Nothing known.


LOAD ORDER
Should not really matter. Place it after tech-adding mods to be safe.


Enjoy this little mod!

You like my work? Consider to support me :)
Spend me a coffee or two[ko-fi.com]
Drop a donation on PayPal[paypal.me]
49 Comments
Ki Shuya 10 Sep @ 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 5 Sep @ 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 5 Sep @ 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 5 Jun @ 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 7 May @ 5:19am 
<3
Energistics  [author] 7 May @ 12:33am 
Updated to 1.5
lejkob 13 Apr @ 2:14pm 
Please update to 1.5 :-)
Birphon 30 Nov, 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 23 Oct, 2022 @ 6:44am 
thank you my friend ;)
Energistics  [author] 23 Oct, 2022 @ 2:24am 
@kotobike 1.4 Version is out! :)