[Mod request] Mod to remove starting tech / items to work with Tribal Essentials

Started by HolyHell, December 03, 2017, 10:56:31 PM

Previous topic - Next topic

HolyHell

Tribal essentials adds a bunch of cool stuff like butchering spot, research spot, using campfires to cook early game for a tribal start.

However using this stuff is pointless as you still have the starting production items such as research bench, butchering table, beds etc.

It would be nice to be able to have to research these things to have a real 'tribal' start so to speak!

Rokdog

You're not alone, I would love a mod like this and feel like it's a missed opportunity. There's already a nice big tech tree with tiered categories (neolithic, medieval, etc.). I can't help but to feel Tynan meant to do something more with this. This has actually inspired me to give modding a try and see what I can get done with the vanilla research tree to get started. I would love to inject some "Sid Meier's Civilization" into RimWorld and take a playthrough from tribals all the way through to a Space Victory :)

I know of the "Medieval Times" mod and two support mods, "Rimworld: Medieval Edition" and "Medieval World (No Guns/Low Tech)" which attempt to trim the tech. However, both are still on their A17 variants and appear to made by less active authors. I also think there's some overlap between them and you're supposed to combine the first ("Medi. Times") with one of the 2 support mods. "Medi. Times" does still have a link to its A17 version available, as do most other popular mods. You could do an A17 rollback with all of these, but I'm not sure if they remove things from the vanilla architect menu.

Finally, I saw a mod (can't remember the name) which addresses the functionality of the tech tree and actually "activates" the tiers. I think it required a certain number of techs from the next tier to be researched and then your own tech level would go up, unlocking faster research for the next tiers.

I think between all of these mods, a lot of the work has already been done, I just need to create an overhaul framework to tie all this together in an updated version for B18. That would also include figuring out how to move all of the vanilla content around so that it's unlocked by research and not pointlessly available from the start as you pointed out. Don't hold your breath, I'm notorious for not finishing projects, but if I do, I'll be sure to announce and post it. I do at least have coding and mod experience in others games, so I'm hardly starting from scratch. In the mean time I plan on keeping an eye out on mods and modders who produce content along these lines.

yagisan

I made this for myself, but it should make early tribal play more interesting for you was well. http://steamcommunity.com/sharedfiles/filedetails/?id=1223331048

It rearranges parts of the tech tree, and tries to give a feeling of distinct technological stages.

Crow_T

I feel the same way, it seems that currently the research code is not really granular enough, a lot  of things are hard coded and sort of macro-y, eg using tech levels instead of generic lists that players can create/modify. I hacked in a simple start with no tech level specified but you still start with some things like the research bench, tables, etc.
(regarding dead man's apparel)
"I think, at the very least, the buff should go away for jackets so long as you're wearing the former owner's skin as a shirt."
-Condaddy20

dburgdorf

Until such time as Rue actually returns again, I've taken it upon myself to update "Tribal Essentials" (and also "Tribal Raiders") for b18. All credit, of course, goes to her.

https://ludeon.com/forums/index.php?topic=36687.msg384240#msg384240

One of the few things I did that wasn't a simple upgrade of her a17 version, was to lock basic work benches (and game tables) behind new techs that aren't automatically available in tribal start games, as per the original request that started this thread.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

Crow_T

Quote from: dburgdorf on December 10, 2017, 06:51:56 PM
Until such time as Rue actually returns again, I've taken it upon myself to update "Tribal Essentials" (and also "Tribal Raiders") for b18. All credit, of course, goes to her.

https://ludeon.com/forums/index.php?topic=36687.msg384240#msg384240

One of the few things I did that wasn't a simple upgrade of her a17 version, was to lock basic work benches (and game tables) behind new techs that aren't automatically available in tribal start games, as per the original request that started this thread.

Wow, this is very much appreciated.
(regarding dead man's apparel)
"I think, at the very least, the buff should go away for jackets so long as you're wearing the former owner's skin as a shirt."
-Condaddy20

AlyfoxLP

I too would like to see this sort of dealy, particularly since Id love to see it implemented for the base game as well.. being able to build coolers, heaters, solar panels and so forth out of just parts seems a bit much right at the start.. heck, being able to build a cooler, but having to *research* a low-tech passive cooler seems really out of order