边缘世界 RimWorld

边缘世界 RimWorld

More Scenario Options - Research
58 条留言
goldenGoddessSomi656 2023 年 7 月 6 日 上午 12:21 
update please........this mod so good and nice...:CoreKeeper_Gold_Bar:
i am a piece of bread 2023 年 1 月 19 日 上午 1:00 
Is there a source for this? I want to add my own scenario options
Beyond Disbelief 2023 年 1 月 5 日 上午 10:28 
Could you include the option to force backstory? I feel like scenarios are pretty limited if you can't tailor a specific story around it.
test 2022 年 12 月 26 日 上午 7:26 
best mod i love being an animal tech level any chance for 1.4
HIVEMIND 2022 年 11 月 20 日 上午 7:16 
wake up samurai
TrevThor 2022 年 6 月 5 日 上午 5:36 
could you add the option to start with a certain prosthetic? so that all possible pawn you start with have some sort of bionic, im trying to do a trans humanist game and it would be pretty cool to not have to use character editor or prepare carefully :steamhappy:
really great mod tho i already use it to get spacer tech at start
pinbuck 2021 年 8 月 17 日 上午 5:46 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1710183197
use this mod instead - it doesnt brick your save without the mod enabled if you simply want to start with no research
mightymaster 2021 年 8 月 16 日 上午 6:39 
Hi. I started a Tribal run with tech level set to ultra tech. But as soon as my pawn starts the research its reversed to neolythic. Any Idea to change it back?
rensen1  [作者] 2021 年 8 月 3 日 上午 9:17 
@Mr. Credible just sets Techlevel which affects reseach speed and interacts with some mods. If you want to start with certain research: use dev mode.
Mr. Credible 2021 年 8 月 2 日 下午 7:04 
Does this mod allow you to set all research complete for a specific tech level? Or just set your starting tech level?
Dratoran 2021 年 8 月 1 日 上午 6:33 
The option "Set Techlevel To" apparently breaks the editor. The line itself seems to be invisible and anything below it, becomes invisible to. Also it is impossible to add additional things afterwards. This mod should be my only one to edit tech level and I'm playing in version 1.2.
Panacea 2021 年 7 月 31 日 上午 7:31 
Thank you!
The Bard of Hearts 2021 年 7 月 31 日 上午 7:30 
wb btw! :partyboo:
The Bard of Hearts 2021 年 7 月 31 日 上午 7:29 
awesome!
rensen1  [作者] 2021 年 7 月 31 日 上午 7:25 
Updated to 1.3
Should still work on 1.2 as well
The Bard of Hearts 2021 年 7 月 30 日 上午 11:02 
Rensen's last response was almost a year ago... might be time to find someone to adopt this one. :steamsad:
Zekie 2021 年 7 月 25 日 下午 10:46 
i like this mod too.. waiting for it to be updated to 1.3
Panacea 2021 年 7 月 25 日 下午 7:11 
Well I just did and that's a big "no." It throws up an error the second you try to use it.
Panacea 2021 年 7 月 25 日 下午 6:29 
Anybody test this in 1.3?
The Bard of Hearts 2021 年 7 月 20 日 下午 7:08 
+1 for a 1.3 update! :steamhappy:
Heathen871 2021 年 6 月 21 日 下午 5:50 
Zhang that comes naturally with the basegame scenario editor. Should be able to just change amount of people from, say, 3 in Crashlanded to 5, or however many you want. You can also change the starting amount of gear that you have
Hero of the East 2021 年 6 月 21 日 下午 1:27 
is there a mod that increases starting people?
angus_jo 2021 年 6 月 16 日 下午 6:09 
Nice mod. I would also love to have the option for all research of a given tech level.
#6 2021 年 6 月 11 日 上午 2:22 
How about adding an option so all research of a given tech level is already researched?
Zmey 2021 年 5 月 21 日 上午 8:32 
underrated mod, thank you for it!
qux 2021 年 4 月 29 日 上午 5:17 
I think I understand, researchs are blocked but they still appeared in the research tree
Panacea 2021 年 4 月 29 日 上午 5:14 
Okay, do you mean that you are starting with stuff researched, or that you are still seeing research you didn't want available to learn?
qux 2021 年 4 月 29 日 上午 5:00 
@panacea, yes, same
Panacea 2021 年 4 月 29 日 上午 4:16 
@qux
Did you try setting the player faction to "new tribe" instead of "new arrivals"
qux 2021 年 4 月 28 日 下午 11:49 
I don't understand this mod doesn't work for me,
I set - Remove all starting Research:
- Set techlevel to: neolithic
and - No research more advanced than: 0 or 1
and all the researchs are still here
Panacea 2021 年 4 月 28 日 下午 7:28 
Another neat idea is to be able to force start with specific pawn made with "EDB Prepare Carefully"
Panacea 2021 年 4 月 28 日 下午 6:58 
@rensen1 Think you might be able to add more scenario options such as forcing injuries and starting near other pawns from enemy or allied factions?

Also, is it possible to make it so we can edit how near "start near" is?
qux 2021 年 4 月 27 日 下午 4:00 
great thank you
Starry 2021 年 4 月 11 日 下午 9:00 
Perfect! Thanks and is compatible with all of the Vanilla Plus mods :)
Momo 2021 年 2 月 28 日 上午 6:36 
This is exactly the mod my husband and I were searching for in creating a Medieval play through. I happened to find it last night as it was mandatory for another mod and my husband is going to use this for his next map. Thanks so much!!
[FaZe]|xXX\Akman/XXx| 2020 年 12 月 26 日 上午 8:43 
This might not be the mod i am searching for, but is there a mod that gives you all the techs of a certain tech tier and below as starting tech?
NRFBToyStore 2020 年 12 月 10 日 下午 9:51 
... Well, not that I look, somehow one of the Architect re-arrange mods put research table on MEDICAL. ... This information would have been good last 20 tribal playthroughs ;).
rensen1  [作者] 2020 年 12 月 10 日 上午 11:08 
@=) huh? the research table doesn't require research (obviously) it should be under Architect>Production.
You can always add "Start with Research <Research>" to make exceptions
NRFBToyStore 2020 年 11 月 23 日 上午 6:42 
@=) While a good suggestion...a work around for you. Have ZARS Productions spots (adds a 1 tile "research" area, no pre reqs, is enough to research a table) or add a single research table to your starting drop.
=) 2020 年 11 月 8 日 下午 10:22 
Hello there. Is there a way to remove all starting research, without removing basically all the essential technology (hidden in the research list), like the research bench for example? I can't seem to start without losing the ability to build the research bench at all.
c0rpx 2020 年 10 月 4 日 上午 4:19 
This is exactly what I needed. Thank you very much
rensen1  [作者] 2020 年 9 月 18 日 上午 10:23 
@Ghosty McMosty

1) Faction Control alows you to do that
2) 3) I don't think I can remove something completely without causing issues, most I can do is disalow crafting/building it. But why would you wan't that? just don't make it
4) unless you have the Tech Avancing mod just use the "No research more advanced than" option

@Legs
I think its possible to do, but why would you want that? Just dont use electricity/guns.
If you want to use machining without electricity, I am the wrong mod creator for that.
Trappist 2020 年 9 月 7 日 上午 9:32 
So, would it be possible to allow/disallow specific technologies rather then entire techlevels?
For instance, a tribal faction that can make guns (but not electricity) or make electricity (but not guns)?

Been looking all over for this.
Ghosty 2020 年 9 月 5 日 下午 8:06 
I have some ideas.

1) Remove Faction.
2) Remove Item.
3) Remove Building.
4) Disable Tech Teir.

Is it possible to add a way to further customize "Create Event" feature?
rensen1  [作者] 2020 年 9 月 3 日 上午 8:20 
@tanyfilina @theigabod : techlevel has nothing to with your starting research. It takes longer to research something higher than your techlevel

@Tyrant: updated it, I don't think I needed to change anything other than the version number everthing seems to work fine.

@Ghosty McMosty: I had plans to change your faction, but they where mostly cosmetic like changing your name or the ability to mix the starting colonists. Since I like things that change how the game functions more, I lost interest in it. Other things I was considering I found a mod that already does that. If you have any suggestiion please leave them here.
Ghosty 2020 年 9 月 1 日 下午 5:05 
Do you have plans to add other scenario options?
Tyrant 2020 年 8 月 17 日 下午 1:48 
Will this be receiving a 1.2 update?
theigabod 2020 年 6 月 16 日 下午 9:53 
does this allow you to set it so you have everything researched at the start? I want to do a game where it's a new glitterworld colony with 10 highly prepared colonists and we can just get started immediately making it a thriving city.
tanyfilina 2020 年 5 月 31 日 上午 8:07 
Give please more instructions on how to achieve different results. I want to start as "settlement" but without electricity and such things. I set an option "Set techlevel to medieval", but I have all the usual techs researched. And if I set "No research more advanced than" "0" - it changes nothing.
goldenGoddessSomi656 2020 年 5 月 19 日 下午 12:04 
oh!!! i love you!!!! i like this mod!!!!!!!!!! thank you!!!!