Neolithic Mod
Preamble:Crash-landing on an unknown RimWorld after using escape pods from your ship isn't exactly the most efficient way of colonising a new world. As such, your colonists have been basically thrown back into the stone age. You start with the usual things, except you don't get weapons to start with, and the metal has no use except to be sold for a nice profit.
Mining and Chopping down trees requires the appropriate tool.
Project Goal:To build a mod that prevents the player from immediately being able to build technological things from the get go, but rather makes them advance up a tech tree. Starting with simple stone tools, and advancing up a tech tree until metalworking becomes accessible.
Current Status:First Public Release
Mod Team:ItchyFlea - .XML Code
Duncan - .DLL Code
Shinzy - Some Textures
ToXeye - Pit Texture
Download:
NOTE: This mod makes a huge number of changes to the base game, and as such will be incompatible with most other mods. It has been designed to be played alone without other mods.How To Play:This mod is more or less split into ages, you start in the stone age, and can work your way up to the iron age and beyond fairly quickly if your starting location has been kind to you.
I highly recommend choosing a mountainous starting location. (Better chance of tin ore spawning)
- Differences Between Neolithic Mod and Vanilla RimWorld:
This mod makes a huge number of changes regarding how things are done.
The very first thing you'll probably notice is that the growing zone is gone. You'll have to rely on foraging for food and hunting during the early game. You can craft foraged food into seeds, which you can then use to plant your own food plants. (Plants take about 20 days to mature. Thankfully you can harvest them multiple times.)
You won't be able to mine anything, or chop down trees without the appropriate tool. You'll need deer antlers in order to mine, and a stone axe in order to chop down trees.
Metal that spawns on the map when you start is completely useless. The only thing it can be used for is selling, and since you can't do that until the Iron Age, you might as well ignore it.
If a building requires power, it'll need copper wire. Guess what that's crafted from. (If you guessed wood, this mod might not be for you.)
More information can be found in the project thread, here:
https://ludeon.com/forums/index.php?topic=3303.0This is what you start in. I advise that your first port of call is to build a neolithic butchery table, and possibly a neolithic weapons table. Once those are built, make yourself some basic weapons (or just equip a piece of wood) and hunt down a deer or two.
Deer, when butchered with the appropriate bill, give you antlers, which can be used as a pickaxe for mining.
Once you've got a deer antler, get someone to equip it and start mining copper.
You access this pretty much as soon as you've mined your first piece of copper.
In this age you can craft better tools for mining, as well as better weapons for defending yourself against the local wildlife. Once you're in this age, you should look for tin ore. If you're lucky a vein of it will be exposed somewhere. If not, you'll have to mine into a mountain and hope to encounter some.
Copper needs to be smelted into bars before it can be worked into tools and weapons.
You access this after you've smelted your first bronze ingot.
This age is like the copper age, better tools and weapons. You'll need a decent amount of bronze in order to craft an iron smelter in order to move into the Iron Age.
This is the age where things really kick into gear. Along with even better tools and weapons, you can also craft chainmail armour.
You should also now be able to build things that use/create power.
Just a small upgrade from the Iron Age really. You can craft better tools, weapons and armour in this age.