![]() Even harder core mode where you have to actually go out and get technology to take apart to gain progress in higher tech levels than you own. Pawns could only research things in their own level. If you have 2 tamed alpaca (male & fem) soon you will have tons of wool. Make hats, parkas, any gears from your surplus leather and sell it. Not sure if it will be as a *hardcore* mode for this mod or another but giving each pawn its own *tech level*. If u hunt animals, u must have tons of leathers. Not a list of things that will come but a list of ideas I have/things that could see some time being put into them. (All editable)Īs these techs are above your current tech level they have the 50% increased cost. Once you complete a theory tech your tech level raises to its level. Once you have completed a understanding technology you have access to a theory technology for the next tech level. Patreon and Discord community, for suggesting traits Rimworld is owned by Tynan Sylvester. Taranchuk, responsible for the mod’s code. Chowder, responsible for mod design and creative writing. You may research understanding techs directly which grants 60% of the research put into researching them as progress in random technologies that have all their prerequisites met. Oskar Potocki, an artist responsible for a portion of mod design and imagery. In RimWorld 1. Harmony is a library that is used by many mods. Each time you research a tech within a tech level its respective understanding tech will be reduced by an amount equal to its full point cost. This mod contains the C library Harmony for all RimWorld mods. ![]() These techs have a point cost equal to 50% of all technologies of their tech level. Understanding Technologies have been added to each tech level. Many editable values to customize and can expose more to the glory of sliders if needed in the future. Fully dynamic and proportional numbers so the more researches that are in a certain tech level the more you will be required to research before you can advance. This mod adds new technologies to limit your progress as well as others to advance your tech level. No longer will tribals be able to instantly start researching electricity the moment they are safe from the blood machines. There is no real difference between Tribal Start Blank and New Arrivals Blank at the moment they are just a quick fix for other mods forcing starting techs. Added Two new starting player factions with blank research.
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