RimWorld
No Starting Research
NewsofPE  [Разработчик] 11 июл. 2021 г. в 11:22
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Is this mod supposed to break save game when removed?
Автор сообщения: WildStargazer
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,
Автор сообщения: NewsofPE
Автор сообщения: WildStargazer
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?
Отредактировано WildStargazer; 18 июл в 0:30
Автор сообщения: WildStargazer
Автор сообщения: NewsofPE
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.
Автор сообщения: NewsofPE
Автор сообщения: WildStargazer
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.
Автор сообщения: WildStargazer
Автор сообщения: NewsofPE
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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Сообщения 16 из 6
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