RimWorld

RimWorld

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Colonist Tech Background
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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7.546 MB
10 jan, 2018 @ 10:13
28 jul @ 2:28
22 ändringsnotiser ( visa )

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Colonist Tech Background

Beskrivning
All characters are given one of four technological background traits: pre-industrial, industrial, spacer and transcendent. Colonists with lower background are incapable of doing research or produce items requiring more advanced background.

You may be interested in my other mod that is intended as a replacement for this one, while pursuing the same vision: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3345889109

You may also be interested in this submod which aims to fine tune the gear equipment restrictions, combining features of this mod and Arcane Technology: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3332415028

Known incompatibilities: Xandrmoro.Rim.FinishIt mod.

Jan 16 Update.

1. You should be able to load existing saves now. The game will assign default background to all existing pawns.

2. Added two ways for colonists to develop their background from Tribal to Spacer: through passive drift (a very slow process, speed is based on average tech background of the colony)
and by actively studying.

3. Added 2 new subskills of learning skill:
a) studying - allows colonists to develop their tech background more quickly. Studying is possible if there is at least one colonist of higher level. Governed by intellectual skill.
b) mentoring - allows pawns to increase studying speed of other characters. Governed by social skill, characters with higher skill spend less time mentoring others.

You can convert any table into a study desk for colonists to do their study and mentoring jobs. Current progress can be seen in the Trait tooltip.

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The tech background is determined mostly by the lech level of the faction, with following exceptions:
1. Default player colony starts with industrial tech level, but background for crashlanded colonists is set to spacer.
2. Pirates are generated with random background, with probability roughly 30 / 40 / 30.
3. Space refugees are either spacer or transcendent - 80 / 20 chance.
4. There is a small chance for local urban and tribal people to have a random background (to simulate assimilated space refugees etc.)

In the base game transcendent level is essentially equivalent to spacer, except that it lets you repair some ancient artifacts. However it may change with mods that add post-spacer techs. It is unclear whether chance of finding transcendent colonists is adequate to run a colony with such mods.

You may change tech background of your initial colonists with "prepare carefully" mod, but be careful, removing trait entirely counts as Tribal background.

Enjoy watching your colony degenerate into tribalism :)

Let me know if you find any bugs, or have comments or suggestions.
162 kommentarer
bean 28 aug @ 23:48 
Not sure if you can do this, but would it be possible to have the Gravship scenario from Odyssey have the three colonists' background set to Spacer? It's no trouble if not, but I think it makes more sense for three gravship pilots to know how to fly the thing they're flying everywhere.
BigDorbo 30 jul @ 3:30 
Thank you!
Awesome, thanks!
Aos Si  [skapare] 28 jul @ 2:30 
Updated for version 1.6. Hopefully everything works as before.
Does this still work?
Bladebro79 2 jul @ 5:42 
Would it be possible to add another background trait? Like pre-industrial -> industrial -> spacer -> Ultra -> transcendent. The reason for the asked is because in this mod "Semi Random Research: Progression Fork" there is that many levels of research/tech progression. Technically the last one is Archotech but i figured if someone knows that then their knowledge would seem transcendent.
Guineatown20806 6 jun @ 4:06 
https://pastebin.com/xGwtrf8d This is the error according to Visual exeptions. Let me know if you need more information.
Guineatown20806 6 jun @ 4:04 
Getting some logspam about duplicate ticking pawns with Tech Backround, rocketman, allies are helpfull and Vanilla expanded settlers. I am not noticing any issues appart from the log spam.
Yoann 9 maj @ 11:17 
@JoeOwnage Only vanilla tables, but you can easily patch modded tables by adding them this:
<li Class="TechBackground.CompProperties_StudyDesk">
<MaxPawns>2</MaxPawns>
</li>
JoeOwnage 9 maj @ 11:00 
What tables will get the gizmo for turning them into a study table? I haven't seen it on any Medieval Overhaul tables or Vanilla Furniture Expanded tables so far. Is there a research for it? Maybe you should just add your own study table.