RimWorld
No Starting Research
NewsofPE  [nhà phát triển] 11 Thg07, 2021 @ 11:22am
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Is this mod supposed to break save game when removed?
NewsofPE  [nhà phát triển] 17 Thg07 @ 8:55pm 
Nguyên văn bởi 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,
Nguyên văn bởi NewsofPE:
Nguyên văn bởi 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?
Lần sửa cuối bởi WildStargazer; 18 Thg07 @ 12:30am
NewsofPE  [nhà phát triển] 22 Thg07 @ 12:03pm 
Nguyên văn bởi WildStargazer:
Nguyên văn bởi 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.
Nguyên văn bởi NewsofPE:
Nguyên văn bởi 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.
NewsofPE  [nhà phát triển] 23 Thg07 @ 4:15pm 
Nguyên văn bởi WildStargazer:
Nguyên văn bởi 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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