RimWorld

RimWorld

Tech Level Progression
194 kommentarer
[Zerg03] MrHydralisk  [ophavsmand] 21. okt. kl. 21:16 
oliverrook, you should have mention it right away. If you playing on Rimworld v1.5 then you don't have this feature, cause it was added only after Rimworld v1.6 release. And before that this mod wasn't adjusting research project cost at all, so it safe to assume that it related to one of your other mods and not to TLP. So still should be reported to their devs.

Regarding changelogs not mentioning about that do be my bad. I probably just grouped it in my mind it in one as part of the code rework.
oliverrook 21. okt. kl. 20:42 
The description mentions a setting for the multiplier, but I do not see one. I am using the 1.5 version, but there is no mention of this feature being added after the 1.6 update in the changelogs.
[Zerg03] MrHydralisk  [ophavsmand] 21. okt. kl. 19:36 
oliverrook, please read mod description and functionality that mod add before reporting an intended feature as an issue. Regarding other mods saying research cost not properly you should report it to them.
oliverrook 21. okt. kl. 18:42 
It's very confusing because stuff like research reinvented and research pal report the numbers incorrectly, with research reinvented saying a project only has 0/400 researched but the cost of the project is 600
and research pal saying that the cost has been "multiplied by 1 (from 400)" but the research costs 600.
oliverrook 21. okt. kl. 18:40 
Hey, I don't know how this hasn't been mentioned ever, but the research cost multiplier between neolithic and medieval is supposed to be 1, but this mod makes it 1.5x
Crack Jack 24. sep. kl. 10:57 
was dumb and didnt realize empire kind of does the same thing (different system though, based on what certain tech you had researched instead of how much of a specific period)
[Zerg03] MrHydralisk  [ophavsmand] 12. sep. kl. 7:13 
Princess Vixie, please reread mod description, where it said that you need to research % of tech level to progress to it. So just research neolithic projects and you will move away from animal TL.
Princess Vixie 11. sep. kl. 23:10 
this mod is telling me im at 'animal' TL and there are NO animal research subjects so i dont know how to progress??
[Zerg03] MrHydralisk  [ophavsmand] 24. aug. kl. 7:02 
LuxAhri Sera, report it to rimtheme then, since it not related to this mod.
LuxAhri Sera 24. aug. kl. 0:51 
I kinda have a problem and that is i can't adjust or find the settings in the mod, help
edit: i repost this because everytime i use rimtheme other designs, the settings and options vanished.
blackendpizza 22. aug. kl. 3:35 
ah thanks for this mod. The other advancing mod is overly confusing af. This ones much easier to use. :D
[Zerg03] MrHydralisk  [ophavsmand] 20. aug. kl. 13:36 
koraidonfan19, probably better ask World Tech Level, since it will be easier to implement on their side. They can contact me, if they have questions about TLP, but I doubt that they will have any since how straightforward TLP is.
koraidonfan19 20. aug. kl. 13:29 
Can you link this to World Tech Level so that the world evolves as your faction gets smarter?
[Zerg03] MrHydralisk  [ophavsmand] 17. aug. kl. 11:33 
♥ Box Of Launch ✌, read mod compatability.
♥ Box Of Launch ✌ 17. aug. kl. 11:27 
No matter what I do my tech level keeps resetting to neolithic and I keep getting cornerstone points for no reason. I've tried adjusting the settings and even disabling 'tech level can get lower' but it still happens. Not sure whats going on.
[Zerg03] MrHydralisk  [ophavsmand] 14. aug. kl. 13:26 
Made an overall rework of mod code and added icon on research tab for easy access to current progress.
saltmummy626 3. aug. kl. 22:28 
If you're a dummy like me and pair this with Techblock by accident, they don't seem to interfere with one another that I saw except that they'll jack up research costs by doubling everything and then cutting the costs down to 75% of the doubled cost on everything across the board regardless of tech level. At least that's what I figure was going on on my end. Great mod, most of my friends who use a progression mod prefer this one.
[Zerg03] MrHydralisk  [ophavsmand] 29. juli kl. 5:16 
Orize, unless you provide info Bugs discussion thread similar to what other people in it, I can't tell you much.
Orize 29. juli kl. 5:09 
Does not work for me, no matter what settings I am using.
moo 28. juli kl. 11:09 
Hi. Just an observation, but there's a considerable number of information log notes on map start, as the mod counts one-by-one the progress in a tech level and reports it in the log. If this could be summarized in one log note, that'd help debloat the log length. Thanks!
[Zerg03] MrHydralisk  [ophavsmand] 25. juli kl. 12:47 
Micke, this mod intended only for player faction. Never checked or was thinking about other factions tech levels, since it pretty risky to change such, so no idea tbh.
Micke 25. juli kl. 12:41 
Does this also change the other factions tech level? Is there any way to make them progress at the same rate as yourself?
Sumatris 24. juli kl. 1:26 
I see. Thanks for your input :-).
[Zerg03] MrHydralisk  [ophavsmand] 23. juli kl. 13:20 
Sumatris, decision itself was too long time ago, but iirc it was cause game not allowing to get higher TL, so it should be quite an effort to get higher like all projects of that TL to get it. But then 100% can be too much with heavy mods, so 75% was selected as default. While having diff % per TL, if non universal selected, to fit amount of projects in vanilla.
Sumatris 23. juli kl. 12:06 
@MrHydralisk: I'm aware of the settings and already changed them according to my tastes :-). My question was more about hearing the reasoning behind the default values. Not trying to argue here, don't worry. Just curious, that's all.
[Zerg03] MrHydralisk  [ophavsmand] 23. juli kl. 11:47 
Sumatris, there is mod settings, so you easily can put any value you like for all or different threshold per tech level. Amount of projects in each TL changes a lot from player to player with diff mod lists, so they change it to their needs.
Sumatris 23. juli kl. 11:19 
Don't you think that a default threshold of 75% is way too high? In real life we currently are in the space age, and have been for decades, yet we've barely scratched the surface of what science and technology can achieve in this bracket. I think a 25% threshold would be more reasonable, if not even less. Once you have a basic understanding of something, the rest usually becomes much easier to figure out.
[Zerg03] MrHydralisk  [ophavsmand] 23. juli kl. 7:58 
Benji, there is a good example of how it looks in log file in first message in Bugs discussion thread.
Benji🦊 23. juli kl. 7:33 
Do you know what I could look for in the log file to see my tech progression, I am not good with code and such. Its a bit confusing for me
[Zerg03] MrHydralisk  [ophavsmand] 23. juli kl. 6:20 
Skjold, It doesn't care about mid-save. Check logs and you will see your current progress, so you will understand why. If you still won't be sure why, then send that message from logs and your current mod settings in Bugs discussion thread and I would be able to tell you why.
Skjold 23. juli kl. 6:11 
I can't seem to get it to work adding it mid-save.

Using vanilla expanded mods only, and not the one you listed as incompatible.

I have 100% of neolithic techs researched yet still neolithic tech level.

Any ideas?
[Zerg03] MrHydralisk  [ophavsmand] 23. juli kl. 4:45 
Nah, it fine, Ik you didn't mean anything bad, was just thinking you had some specific ideas to implemet, when you said rework.
ALE199 23. juli kl. 2:03 
I'm sorry too, didn't mean anything negative
Benji🦊 23. juli kl. 1:47 
Oh dont worry I really appreciate ur mod, and I am not complaining, simply wondering how I can easily view the techs I need and such. Sorry to cause distress
[Zerg03] MrHydralisk  [ophavsmand] 23. juli kl. 1:43 
But, it already cleaned...
ALE199 23. juli kl. 1:03 
Oh I'm just saying with your new skills maybe you can try to make it from the ground up with better code, not saying the code isn't good currently just that if you want you could try a clean up
[Zerg03] MrHydralisk  [ophavsmand] 22. juli kl. 22:24 
ALE199, remake in what way? If you have ideas, then just make a discussion thead about it, so I can look into it a bit later.
ALE199 22. juli kl. 14:45 
Well personally I do find this the best tech progression mod, hands down, I do hope to see a remake of this mod
[Zerg03] MrHydralisk  [ophavsmand] 22. juli kl. 12:48 
Benji, basically it was one of my oldest mods, so I didn't know how to add it on UI, but there was not much reasons to constantly display it either. Plus no demand for it too, cause functionality was more important. The only times when knowing current progress was needed back then was when solving issues or missunderstanding with some players.

Nowadays I prob can add UI with my current knowledge, but it will take a bit of time, since I have thing with higher priority atm in other mods.
Benji🦊 22. juli kl. 11:55 
So there is no window to easily see the information?
[Zerg03] MrHydralisk  [ophavsmand] 22. juli kl. 10:58 
Benji, it saved in logs each time you finish research something and on game save file load.
Benji🦊 22. juli kl. 10:45 
How do you see your current tech level and the percentage of techs you have researched in a category?
[Zerg03] MrHydralisk  [ophavsmand] 22. juli kl. 9:52 
dominicawb, you forgetting that research have requirment from lower research, so you can't go spacer only from the start.
dominicawb 22. juli kl. 9:11 
The way this mod works is a bit confusing, you set tech level based on how much of a particular tech research you've completed? does that mean if say you use a zero-research scenario, but only research spacer-level tech, despite being considered "animal" level tech, you will become "spacer" level if you do enough of them, while skipping everything else?
Maticalfikt 18. juli kl. 2:47 
LETS GOOOOOO
ALE199 17. juli kl. 23:24 
LET'S GO
[Zerg03] MrHydralisk  [ophavsmand] 17. juli kl. 21:02 
Updated to 1.6
[Zerg03] MrHydralisk  [ophavsmand] 15. juli kl. 20:44 
Maticalfikt, thx for testing. Good to know that it wasn't affected, cause I have my hands busy with updating few other mods atm, so haven't reached this one yet.
Maticalfikt 15. juli kl. 20:42 
its easy work on 1.6 so dont worry u can use it without bugs
ALE199 1. juli kl. 11:31 
ah right right