RimWorld
No Starting Research
NewsofPE  [개발자] 2021년 7월 11일 오전 11시 22분
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WildStargazer 2025년 7월 15일 오전 6시 32분 
Is this mod supposed to break save game when removed?
NewsofPE  [개발자] 2025년 7월 17일 오후 8시 55분 
WildStargazer 님이 먼저 게시:
Is this mod supposed to break save game when removed?
I haven't tried but I would assume so, if you're using the "Basic" version for your pawns, I don't see the game liking it when you remove a custom race you're using,
WildStargazer 2025년 7월 18일 오전 12시 30분 
NewsofPE 님이 먼저 게시:
WildStargazer 님이 먼저 게시:
Is this mod supposed to break save game when removed?
I haven't tried but I would assume so, if you're using the "Basic" version for your pawns, I don't see the game liking it when you remove a custom race you're using,
Wouldn't it be easier to set points to 0 for all research at game start instead of taking this route with custom races?
WildStargazer 님이 마지막으로 수정; 2025년 7월 18일 오전 12시 30분
NewsofPE  [개발자] 2025년 7월 22일 오후 12시 03분 
WildStargazer 님이 먼저 게시:
NewsofPE 님이 먼저 게시:
I haven't tried but I would assume so, if you're using the "Basic" version for your pawns, I don't see the game liking it when you remove a custom race you're using,
Wouldn't it be easier to set points to 0 for all research at game start instead of taking this route with custom races?
It would indeed be easier, but that's not how the coding works for the research, research is tied to races, so it's either I ruin the original race and make people unable to play normally with the mod enabled, or I create a new custom race, which I did.
WildStargazer 2025년 7월 22일 오후 12시 11분 
NewsofPE 님이 먼저 게시:
WildStargazer 님이 먼저 게시:
Wouldn't it be easier to set points to 0 for all research at game start instead of taking this route with custom races?
It would indeed be easier, but that's not how the coding works for the research, research is tied to races, so it's either I ruin the original race and make people unable to play normally with the mod enabled, or I create a new custom race, which I did.
No, I mean not to meddle with races at all. Just after game starts, after all settings done like selecting world tile and colonists you can create an event that immediately fires and sets all research to 0, something similar to how technopersona core instantly researches a tech.
NewsofPE  [개발자] 2025년 7월 23일 오후 4시 15분 
WildStargazer 님이 먼저 게시:
NewsofPE 님이 먼저 게시:
It would indeed be easier, but that's not how the coding works for the research, research is tied to races, so it's either I ruin the original race and make people unable to play normally with the mod enabled, or I create a new custom race, which I did.
No, I mean not to meddle with races at all. Just after game starts, after all settings done like selecting world tile and colonists you can create an event that immediately fires and sets all research to 0, something similar to how technopersona core instantly researches a tech.
Sadly in the events, there is only adding research, not removing research, which is what made me create the mod in the first place, as there wasn't an easy way in game to remove research as you're proposing right now. Which I find particularly odd tbh, I feel like it should be one of the default events in the game. And as an extra question, as I do like player choice, how would people choose to activate said event if it existed? Both in-game and coding wise.
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