RimWorld

RimWorld

261 ratings
No Starting Research
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.233 MB
25 Feb, 2020 @ 2:50pm
19 Apr, 2024 @ 1:32pm
23 Change Notes ( view )

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No Starting Research

Description
Allows you to start without research

|| This mod allows you to choose whether to start with starting research (vanilla start) by leaving everything as is, without playing with any options or without anything already researched by choosing one of the basic scenarios or by going into the scenario editor and selecting the "New Basic Arrivals" or the "New Basic Tribe" as your player faction. ||

I have created a discord for people who need to share their logs with me https://discord.gg/4x6PzwdCsR
Popular Discussions View All (4)
11
28 Jun, 2024 @ 3:35am
PINNED: Bug Encounters
NewsofPE
4
24 Feb, 2024 @ 6:29am
Feature Requests
NewsofPE
0
11 Jul, 2021 @ 11:22am
Questions and Answers
NewsofPE
171 Comments
NewsofPE  [author] 17 Sep, 2024 @ 12:23am 
@Namira Well I made the distinction so that everyone playing would know if the mod was working and if they were doing the correct colonists, the name not having a difference would make it harder to know if you, for exemple, went into an old save.

Changing the name of the colonists could be an option I could add once I figure out how to make an options menu for my mod. But for now, what I would suggest on doing is going on the drive where you installed RimWorld, and then go into "Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\No Research\1.5\Patches\Core\Factions_Player.xml" where you'll find <pawnSingular>basic colonist<pawnSingular>, change that to whatever you want, you can then also change <pawnPlural>.

Hope that helps
Namira 16 Sep, 2024 @ 7:56pm 
Is there a way to make it so that the UI doesn't refer to my dudes as "basic colonists"? (e.g. "raiders are attacking your basic colonists" It's only a tiny thing but it's a weird pet peeve for me that it doesn't just say "colonists"
asleepsheep 21 Jul, 2024 @ 3:01pm 
this is just what i needed! :)
NewsofPE  [author] 19 Apr, 2024 @ 1:43pm 
Updated the mod to be compatible with both 1.5 and Anomaly.

Will work on a fix later (Don't know when) for the issues @Dragon of Desire and @mesi brought up
Haz 18 Apr, 2024 @ 11:11am 
@NewsofPE I think you might just need to re-compile the mod to comply with the 1.5 structure? I might be wrong but I've seen a few different mods where that was the fix :)
NewsofPE  [author] 12 Apr, 2024 @ 9:06am 
@matarile I should have done that when 1.5 was in beta but didn't have the time or pc, will look into it in the following days. My guess is that the 1.4 version still works for 1.5, but if that isn't the case, please warn me and I'll get right on it.
matarile 11 Apr, 2024 @ 10:47pm 
hi any idea about 1.5 update?
Gerewoatle 19 Nov, 2023 @ 9:58pm 
@Sprocket: VFE: Tribals does a hell of a lot more than just remove starting research, and it requires you to play a very specific sort of early game that this one doesn't. Really, did you even read the VFE: Tribals page?

This mod still very much has a place.
Sprocket 19 Nov, 2023 @ 1:59pm 
Looks like this mod is rendered almost obsolete by VFE Tribals. Great mod though.
mesi 13 Oct, 2023 @ 7:37pm 
I think core rimworld might have changed something as this bug previously existed in the base game as well.

I worked around it using the Ideological Anima mod so no biggie here. Thanks for the mod :)