RimWorld

RimWorld

Better Scenario Research and Tech Level Options
62 Comments
gamberomadness 17 Apr, 2024 @ 8:31am 
sure thing
this mod is already fantastic as is
it's more simple to unlock a tech level and then remove anomaly discoveries under the <knowledge> bracket in the save game
nothing to see here  [author] 16 Apr, 2024 @ 5:20pm 
yeah that does seem like a problem. OH WELL. if someone really wants to change that they can join the rimworld mod market using the link right above this chat box and commission a version that works better with anomaly
gamberomadness 15 Apr, 2024 @ 11:31am 
Unwanted effect to keep in mind: unlocking the whole industrial level unlocked also all the Anomaly researches. Shame.
Thanks large moron I still love this mod it's a life saver
nothing to see here  [author] 15 Apr, 2024 @ 11:02am 
good to know it still works, cause i aint playing rimworld anymore or interested in paying to update it. i can adjust the about to mark it for 1.5 to remove the outdated mod warning, at least.
gamberomadness 15 Apr, 2024 @ 8:10am 
Tried a 1.5 run with VFE Classical + this mod with a scenario unlocking industrial level and it works just fine
nothing to see here  [author] 27 Jan, 2024 @ 8:26pm 
shut the fuck up donnie
Chair 27 Jan, 2024 @ 8:03pm 
This mod is ass.
Ted Bunny 18 Jan, 2024 @ 10:55am 
What about paring down Neolithic techs that could be omitted for a Paleolithic start? :steamhappy: I don't understand this fire technology myself
nothing to see here  [author] 2 Dec, 2023 @ 10:05am 
okay
Malminas 28 Nov, 2023 @ 7:11pm 
Didn't really say anything that warranted the snark, but thanks for posting the mod at all. It was a great addition while I used it!
nothing to see here  [author] 28 Nov, 2023 @ 12:04pm 
i don't care, i don't play rimworld anymore. head to the mod market, linked in the description, and commission an updated version of this mod if you want bug fixes
Malminas 26 Nov, 2023 @ 7:21pm 
This mod causes an issue with VFE - Tribals, on reload it resets tech level to whatever it was on startup. Not sure if anything can be done about it, just thought Id let you know.
zecorezecron 13 Oct, 2023 @ 8:49pm 
This is wonderful. Dudes from space shouldn't have a hard time making solar panels or septic tanks.
nothing to see here  [author] 29 Jul, 2023 @ 1:19am 
@Trinity Pretty sure that’s not caused by this. I remember that happening as far back as I’ve used those other mods.
Trinity 27 Jul, 2023 @ 12:18pm 
Hiya, it seems when using this mod with either Tech Advancing or Tech Traversal it blocks the advancement on save/load. Ie if you start as neolithic and advance to medieval and then save the game, when you load back into that save you will be back in neolithic. Of the two Tech Advancing at least updates when you change settings, but I couldn't find a way to do the same with Tech Traversal. I know you said you're not a coder but if you found someone willing to fix this I'd be up for giving them a couple bucks. Thanks!
Chikorita 19 Jun, 2023 @ 11:38pm 
Thank you for the excellent mod, makes setting up scenarios so much more convenient, and frankly playing with semi-random research playable for hi-tech colonies, so i'm not researching friggin medieval props instead of spacer technology.
Konoyaro 19 Jan, 2023 @ 9:01pm 
@Large Moron
OK i am stoopid.
Thanks!
nothing to see here  [author] 19 Jan, 2023 @ 3:37pm 
@Konoyaro

Because it's not a scenario and there are no mod options. It is a scenario component used to modify an existing scenario. When starting a new game click the Scenario Editor button on the bottom of the Scenario screen, select the Edit Mode red X on the left panel, click Add Part, then choose the Set Faction Tech Level option in the drop down list.
Konoyaro 19 Jan, 2023 @ 2:45pm 
Any idea why mod is not working? While being in the modlist with no errors popping up, still no new scenarios available. Also doesnt appear on mod options list.
onidlorah 13 Nov, 2022 @ 2:36pm 
Thank you for the answer I didnt know there is so much involved like i said my apologies. And thank you for the quick reply that is very kind. Your mod is really nice and was helpful in my next run
nothing to see here  [author] 12 Nov, 2022 @ 11:04am 
@onidlorah I am not a coder. I have neither the skills nor the abilities to write or modify C# code. Any additional features or tweaks to existing features would require paying the coder to do the work, and that is money I am unwilling (and occasionally unable) to spend..... unless you want to fund it.

As explained in the first paragraph, this mod was explicitly designed to start the player with blocks of research already complete. You should look elsewhere (five posts down from your comment) if the third paragraph under Features is a deal breaker for you.

This mod is complete and finished. It does exactly what it was designed to do. No new features or options will be considered.
onidlorah 12 Nov, 2022 @ 4:12am 
Hi Large moron, Thank you first of all for the mod it makes it much easier indeed. Would it be possible (* and forgive me if its been asked before or if its an impossible request) to include the option to exclude all research perhaps when starting the game? I do have some mod for it but i hoped it could be combined or that its not incompatible with each other? I am absolutely no modder and know very little of these things other than usually if they do the same area they counter act or you need a fix of some kind. Therefor my question in this regards. Again thank you for hte mod and taking your time in advance to answer. kind regards. Harold
WebSlug 9 Nov, 2022 @ 9:42pm 
Good mod, thanks for making it.
nothing to see here  [author] 16 Oct, 2022 @ 4:50pm 
@GroovyTaco Yup, I keep them all default, although I've been using Tech Traversal lately over Advancing. You should examine all the settings for the individual mods and choose the options that work for your play style and preference. If you aren't sure hop in at default settings and change it if you find it doesn't play the way you like.

I don't fully understand your third question. Yes?
GroovyTaco 16 Oct, 2022 @ 2:37pm 
What settings do you use for tech advancing and tech block? Do you keep it all default? Dont you want tech advance to advance when you get to the next tier in tech block?
nothing to see here  [author] 10 Oct, 2022 @ 1:15pm 
@RedDestiny No.
RedDestiny 10 Oct, 2022 @ 12:51pm 
I love this mod!
Any chance you could add an option to drop the hidden tech too?
on that same note I just tested it with a no starting research mod ( Completely Clueless ) and it seems to work great.
nothing to see here  [author] 10 Oct, 2022 @ 10:40am 
@HELL Wait, do you mean you want this mod to change the tech level of NPC factions? If so, definitely no, that's miles outside the scope of this mod.

You however are free to examine other mods that patch pawnkinds and try to make your own patch. With a little basic application of brainpower, reading, and trial and error, XML patches can be easier than you might think.
nothing to see here  [author] 9 Oct, 2022 @ 11:06pm 
1.4 update is live
JessHorserage 9 Oct, 2022 @ 1:43pm 
> Recommended companion mods

BASED GOD.
Mitchel-256 9 Oct, 2022 @ 12:16pm 
Oh, thank CHRIST, someone finally made this. Extremely appreciated, you're doing great work.
Nilserrich 9 Oct, 2022 @ 12:08pm 
@Large Moron
Oops. I am completely blind. :WH3_greasus_rofl: Thank you :escapethx:
Daunmi 9 Oct, 2022 @ 10:40am 
...those faces...
nothing to see here  [author] 9 Oct, 2022 @ 10:19am 
@HELL I do not use those mods, have no interest in using them, and no interest in testing them. Because this is a mod primarily commissioned for me and my personal needs, I am not willing to investigate compatibility with those mods or pay the coder to accommodate them.

@Nilserich I wouldn't have recommended Research Reinvented in the description above if it wasn't compatible.
HELL 9 Oct, 2022 @ 8:43am 
NICE mod,thx a lot! Will there be any possible way to limit the tech level of aliens factiont like Kurin faction or .ect?
Nilserrich 9 Oct, 2022 @ 4:15am 
Does this work with Research Reinvented and the partner mod Research Reinvented: Stepping Stones ? :escapethx:
Bear 9 Oct, 2022 @ 2:05am 
Goddamn. Creates a mod loads of people wanted, made it simple and unobtrusive, links to related useful mods with descriptions? Absolute king behaviour, top marks.
nothing to see here  [author] 8 Oct, 2022 @ 6:36pm 
@SamsTheMan These are Scenario options and can be accessed by clicking the Scenario Editor button on the bottom of the Scenario screen, selecting the Edit Mode red X on the left panel, clicking Add Part, then choosing the Set Faction Tech Level option in the drop down list.
SamsTheMan 8 Oct, 2022 @ 6:16pm 
I don't see where this mod pops up when starting a new colony. I don't see its options anymore or any scenarios that lead me to believe they are specific to this mod, and certainly no screens as displayed in the thumbnail picture for this mod
nothing to see here  [author] 7 Oct, 2022 @ 10:46pm 
An update will indeed be coming for 1.4
kimhj 7 Oct, 2022 @ 10:32pm 
just a moment I thought why there's no mod like this? That mod appeared! Thx for your work. I hope updates on 1.4 and dlc for future as well!:steamthumbsup:
#6 7 Oct, 2022 @ 7:47pm 
Ah ok, that aspect is working as intended then.
Takk 7 Oct, 2022 @ 7:03pm 
Mod considered outdated 3 days after release, best modding community ever
nothing to see here  [author] 7 Oct, 2022 @ 6:38pm 
I will also note that having some Industrial research in a Rich Explorer game set to the Neolithic tech level is normal, as explained in the third paragraph under Features.
nothing to see here  [author] 7 Oct, 2022 @ 1:13pm 
@#6 I don't understand what you're saying here. Are you saying the scenario option displays Undefined, but still saves your chosen tech level setting correctly? That has not been my experience when testing this bug.

@PistFissed (: The only work I've done was pay for this mod's creation. Although, it did take this many years and my atrophied brain to bring this concept to fruition... so, thank you. I will accept a very small portion of your praise.
PistFissed 7 Oct, 2022 @ 12:46pm 
My brother Captain Muscles made Semi Random Research and I'm always super proud to see someone enjoying his work! Thank you for your hard work as well!
#6 6 Oct, 2022 @ 7:22pm 
Ah ok. I also started a new game with the same scenario and it didn't revert but when I got ingame I still had industrial level stuff unlocked. Looking forward to the update :)
nothing to see here  [author] 6 Oct, 2022 @ 7:04pm 
@#6 Yup. I'm aware of that. I'll see about getting that fixed when I get the mod updated for 1.4.
#6 6 Oct, 2022 @ 7:02pm 
Just a quick note, if you add the scenario options to a scenario and save it the option selected returns to Undefined when you try to use the scenario later. I've only tried one save so far but I selected a Rich Explorer start and set the tech level to Neolithic, saved the scenario, backed out to the main menu, clicked new game, chose the scenario I just created and the tech level was set to Undefined. Hope that helps.
Severanox 5 Oct, 2022 @ 12:37pm 
Been waiting for this for so long