RimWorld

RimWorld

No Techprints Needed
25 Comments
Cool galactic nova 3 Aug, 2024 @ 4:13pm 
thank you
jcewazhere 18 Apr, 2024 @ 2:08am 
Thank you for updating the mod quickly. I can't stand the techprints.
tide{S}haper industries 11 Feb, 2024 @ 9:01am 
PSA: the bruteforce way of this mod removing techprint-nodes from researches breaks at least a few other mods in the process. With game-/savebreaking results. Given the apparent inactivity of the author here, I don't go into the specifics - since with how the mod works it would most likely always be destructive for other mods. Just keeping users informed to test without this mod if you have things like the bestower ceremony breaking for you.

Authors of the known mods that break with this one who are actively maintaining their mods will be informed so they can implements safety-checks on their end if necessary.
EventHorizon 31 Oct, 2023 @ 8:16pm 
Hey so the mod stopped working mid playthrough for no apparent reason. I have added some mods mid-playthrough but there doesn't seem to be a correlation. I opened up the debug menu and there is not a single error. Does someone know if it should be in a certain spot in the load order or something? This mod has worked for me for months, now all the sudden it just stopped?
Thank you guys for your time in advance,
OromisElf 25 Sep, 2023 @ 5:24pm 
is there an option or a fan-made patch that lets me still apply techprints to reduce the research cost back to normal?
Paolini 16 May, 2023 @ 11:00pm 
Burying is considered ''deliver to stockpile'' job so tons of mods can conflict with it and i highly doubt it's this one :lunar2019piginablanket:
Hurgar 2 Nov, 2022 @ 3:02am 
just a note. had to uninstall mod. It prevented me from burying colonist. may be caused by conflict with other mods. I use a lot of them.
JACK 8 Oct, 2022 @ 11:02pm 
to answer maqadamia, I haven't seen any since I installed it, but that could be down to coincidence since I also haven't done any trading with the empire in a while
PunkyRoo  [author] 8 Oct, 2022 @ 11:07am 
@JACK It applies a patch to all recipes, so if you load this after mods that add research with techprint requirements this mod SHOULD remove those requirements. But, I haven't really tested it.
PunkyRoo  [author] 8 Oct, 2022 @ 11:06am 
@maqadamia I don't believe so... or, at least, I'm not explicitly removing them in this mod...
JACK 23 Sep, 2022 @ 6:49pm 
does this remove modded techprints or just basegame ones?
maqadamia 28 Aug, 2022 @ 5:56pm 
Does this stop the techprints from spawning in traders and ruins?
WarKittyKat 9 Jul, 2022 @ 4:31pm 
Same problem. I tried uninstalling and re-downloading the mod and's still not working.
PunkyRoo  [author] 19 Mar, 2022 @ 9:54am 
@Wlbigdog are you still getting errors? My recent update may have fixed it.
PunkyRoo  [author] 19 Mar, 2022 @ 9:54am 
@@EEFSTER@ I just pushed a fix. Make sure the mod is updated on your end and try again.
@Wlbigdog are you still getting errors? My recent update may have fixed it.
@ EEFSTER @ 3 Mar, 2022 @ 12:56am 
Wierd is does not work for me, still need techprints when i got this mod actief. Is there a possible fix?
PunkyRoo  [author] 3 Jan, 2022 @ 5:08pm 
@ncraftingmega500 I tried it and it didn't seem to cause any issues.
ncraftomega500 24 Dec, 2021 @ 12:14pm 
can it be added mid game
WIbigdog 4 Aug, 2021 @ 4:44pm 
Any luck? I suppose I should have pasted in the error, but totally neglected to. Disabling the mod did fix it though so that's why I assumed it must be this one. I'll add it back in and see if I get it again. On a laptop and it takes a long while to load with the mods, haha.
PunkyRoo  [author] 4 Aug, 2021 @ 7:02am 
@WIbigdog Thanks for the heads up. I will look into it today.
WIbigdog 3 Aug, 2021 @ 7:40pm 
I believe this mod has started throwing errors. Something updated when I started the game today and it threw errors related to techprints.
PunkyRoo  [author] 2 Aug, 2021 @ 5:54am 
@GodHatesYou! (EOA) My pleasure. :)
Scorpio 1 Aug, 2021 @ 12:31pm 
yes it makes sense , well loading it bottom of the list to avoid issues them
PunkyRoo  [author] 1 Aug, 2021 @ 12:14pm 
The removal of the techprint requirement is a general patch applied to all research. Meaning, that if you load this mod after the mod that has techprint-required research it SHOULD remove the requirement as well. HOWEVER, the doubling of the base research cost is unfortunately hardcoded per research, so I would need to explicitly add the modded research to this patch. Hopefully that makes sense. :)
Scorpio 1 Aug, 2021 @ 11:59am 
YES FUCK YES needed this tech-prints are so annoying , does it work with mods that had things but locked behind tech-prints?