RimWorld

RimWorld

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Starting Tech Level
   
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Mod, 1.3, 1.4, 1.5
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4.468 MB
21 Oct, 2022 @ 7:31am
15 Mar @ 1:19pm
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Starting Tech Level

In 1 collection by Garwel
Garwel's Mods
7 items
Description
Beta release

With this mod, you can start your game at any tech level, from protohuman Animal to mysterious Archotech. For every level, there is a unique player faction with its own perks (such as forageability and, if you own Ideology DLC, disallowed precepts). All technologies from previous tech levels will be known to you, and respective research bonuses/maluses will be applied. Optionally, you can also have appropriate starting techs like in vanilla (e.g. Electricity for Industrial level start).

The mod adds a new screen after you choose your starting location, where you can pick the tech level and other options. Just select the level of your choice or let the RNG do it for you, decide whether you need the starting techs, and click Next. Want vanilla experience this time? Then simply leave the choice as Default, no need to disable the mod.

This mod should work well with any other mods except those that add/replace/remove player factions.

Recommended mods:
- Tech Advancing (allows you to upgrade your tech level)
- Primitive Workbenches (for Animal and Tribal starts)

Github: https://github.com/GarwelGarwel/StartingTechLevel

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24 Comments
Aiask 27 May @ 1:37pm 
I had the same issue as Karmasviel
Karmasviel 25 May @ 6:49pm 
Small issue, I believe anomoly's new techs are counted as all under a specific tech level under the hood, and if you set your tech level to at least industrial they'll all be unlocked automatically.
Prometheus 2 Dec, 2023 @ 4:01am 
Suggestion: Configurable starting faction, especially to those who installed mods that add said tech levels (New Kingdom from VFE-M for Medieval, New Colonists from Rimsenal for Spacers, etcetera)
acerew2436 20 Aug, 2023 @ 3:01pm 
Is there a way to make this apply each time you start over for the Archonexus quest? It seems silly that you have to do research multiple times with the same characters.
Garwel  [author] 29 Jun, 2023 @ 11:16am 
@ryoyo If you use Techadvancing, they should probably get unlocked as you progress through tech levels.
ryoyo 29 Jun, 2023 @ 8:13am 
Do the disallowed memes/precepts get unlocked as you play, or do they remain locked even as I research spacecraft tech?
Xyllisa Meem Paradox Station 3 Jan, 2023 @ 5:30pm 
I've tested it a few times and this has a soft incompatibility where you are forced to neolithic if using tech advancing. Seems to otherwise work fine, however.
Garwel  [author] 3 Jan, 2023 @ 12:06pm 
@Xyllisa Meem Paradox Station Well, like Ultra, vanilla doesn't expect any player faction to play on this level. There are no techs to research, so most likely it's going to be similar to Tribal level, but with bigger research penalties. Some mods may change that though.
Xyllisa Meem Paradox Station 3 Jan, 2023 @ 10:45am 
Does the animal tech level work in this mod? I noticed its usually quite broken or doesn't work too well, and I don't wish to start a new save just to test it out.
Mask of Humble 2 Nov, 2022 @ 4:32pm 
I've tried that mod but there are so many techs in the previous tech level that it would take me forever to research and would just be quicker to just research with the penalties

I'm playing very hard scenarios and find it hard to get to the tech I need to make it where my two pawns have enough time between the insect raids to do anything and the only way to get new pawns is via quests or random events but they will never happen with the evil empress.

I have mods for drones, androids and cloning and such but the scenario I am playing is a transport carrying glitter-world vat grown colonist gets ambushed by mecha fleet and lands on a bug infested world that only has bugs