It's all greek to me
※This Mod is on the Experimental Stage.
※This Mod is on the Experimental Stage. There’s a lot of things to add and fix.If you wanna play this mod I recommend you to make a new save with minimum modlists, especially regarding changing caravan / map Item Site behaviours
Researching is something now you have to Struggle for.
Have you ever thought researching in RW is too unrealistic? or,
Have you ever experienced, you are using A LOT of mods, but you only get to use specific items from certain research, so you start doubting why you are using all these mods? for what purpose?
In your deep heart, you want to utilize all the things in RW, even the most inefficient ones, not only for fun, but also for its most 'slightest' usability? Don't you?
If yes, BOO-YeAH, this is the mod that can make use of.
This is a remaked- version of Yayo's wonderful creation, Yayo's Lost Technology, a simple mod but offers a completely different gameplay.
What this mod does.
There are a few different ways to enjoy this mod.
1.Choose 'lost technology' in the scenario. In this basic scenario, all researches are unlocked but Passive Cooler.
If you use this mod, all researches including ones from mods you installed will require a Techprint before you actually get to research them.
2.All techprints are scattered on the world map. Periodically, research techprints will spawn on the map. The techprints will not just randomly, it only spawns from the current techlevel, so basically you have to finish all the researches of in your tech level to move on to next era.
3.The spawn intervals of each techleve(Neolithic,medieval.. spacer..) can be adjusted in the mod setting. In mod setting, you also can change
- Unlock all the technologies from (Neolithic,Primitive...) > So you can start from era you want to begin.
- You can change the 'Threat Level' of the techprint site. This Tech print sites are basically like Item Stash in vanilla. They will be more threatening based on your wealth. But you can make it harder by adjusting the config.
- You can adjust the 'Distance Range' of Techprint site those spawn on the map. By each Tech-level, you can adjust the config individually. So you can make the low-tech level sites to spawn near your colony, but High-tech ones to be very farm from your colony, making it more difficult to get them.
※ Be alarmed, the basic scenario mod offers only 1 colonist with Passive Cooler research,
if you want to play just like Vanilla Scenario (3 colonist start) but use the function of this mod,
go to the scenario edit and change the Player Faction as 'Lost Tech'.
Q&A
1.
Q : How do I get techprints?
A : Form a caravan, go to the Techprint site when it spawns, kill the enemies in the site, and take the techprint.
2.
Q: Does it require DLC?
A : It requires Royalty because it uses Techprint.
3.
Q : What is the 'endeavoring system' in the mod setting?
A : It's basically what makes my mod different from Yayo's one. If you disable it, all the researches' tehcprint site will spawn and scattered around the map. If you enable it , the techprint site will spawn one by one once you finish the previous one.
4.
Q : Wooh your mod is awesome. I like you.
A : Thank you. You can support us by joining our discord. I am currently working on a very ambitious mod called ‘Rogue AI : The Story of Siblings. It's gonna take a long time to finish the mod. I also am making many QoL mods and Timuttie's Vanilla Overhaul Collection. I also make mod thumbnails(previews) and sometimes struggle thinking of a good-funny-intuitive ideas. Joining my Mod Creating community and sharing opinions is very welcomed.
5.
Q : is it CE compatible / does it harm performance / does the load order matter
A : CE yes Performance No Loadorder : requires Hugslib, no other depending mods.
1.31 : Rimworld 1.4 Update
2.7 : New features added, some bugs fixed
Show Known Techprints : https://steamcommunity.com/sharedfiles/filedetails/?id=2920370783
Patch note
- 8.29
Added Vanilla Faction Expanded Insectoid,Ancients and lore(and mod) Mechanoid compat patch.
these are 'none' Settlement type, and when the Tech level meets certain level, these faction's group(hostile)
spawn and defend the Quest site however, this caused bug. (don't spawn any enemies regardless wealth nor threat mulitiplieer.
So No more These 3 will spawn in the Quest site.