RimWorld

RimWorld

Progression: Core
346 Comments
StockSounds 14 Oct @ 5:09pm 
Oh probably, I guess I just don't really like it!
ferny  [author] 14 Oct @ 4:59pm 
@StockSounds I don't think that's a thing. If you use Progression Scenarios I have most of those auto researched on industrial starts if thats what you're noticing.
StockSounds 14 Oct @ 8:15am 
I THINK if you remove any of the republic factions, their research projects are automatically finished. I think if you remove the republics, it should just reduce the cost of the research, or at least do neither. What do you think?
ferny  [author] 11 Oct @ 11:32am 
@Wrath Just auto sort
Wrath 11 Oct @ 2:28am 
I mean the whole 'progression' pack
Wrath 11 Oct @ 2:27am 
Hello, what is the optimal load order for your mods ?
should they stay as a block ? bottom of list ? early ? just after vanilla expanded ? would like to have some infos regarding this question, thanks a lot,; I LOVE your work
ferny  [author] 26 Sep @ 6:35am 
v30
- added support for "Roo's Minotaur Xenotype"
- added support for "[DHM]MyDogsHouse"
Sledjer 19 Sep @ 4:37pm 
Hey is there any way you could look at adding compatibility with "Medieval Overhaul: Royalty" or making a workaround? Right now, the changes you made to Medieval Overhaul make it throw a couple errors.
ferny  [author] 16 Sep @ 10:07pm 
v29 - improved flooring floors patch
AssassinsBro 10 Sep @ 2:30pm 
Ah I see, I will have a look cheers! Thanks for the quick response as well, much appreciated.
ferny  [author] 10 Sep @ 2:21pm 
@AssassinsBro You either limited your entire planet to a certain tech level or you are missing schematics or whatever for the necessary researches.
AssassinsBro 10 Sep @ 2:16pm 
Hi there. I played a customized version of the 'Progression modpack'. But I got a weird bug, and I'm not sure where to place this problem. I think it might be related to this mod. So I got this with two seperate saves. After leaving the tribal age to medieval, and with the first save it was from medieval to industrial. It won't show any more research options. Not with the semi-random research mod, but neither in the research tree, some research tabs are just empty.
I tried removing both mods to see if they would show up again, but no dice. Do you know anything that could cause this?
veoba 10 Sep @ 4:11am 
@Zoto
are you plaing RR with SS addon?
ferny  [author] 9 Sep @ 12:36pm 
v28 - added support for Flooring Floors
Zoto 7 Sep @ 3:44pm 
@veoba I can't speak for the rest but Research Reinvented base seems to work fine (:
veoba 7 Sep @ 8:11am 
ferny  [author] 7 Sep @ 3:03am 
v27 - updated to support MultiFloors 1.6
ggfirst 29 Aug @ 11:42am 
Hy I have no else where for asking you something I have noticed.
VFE - Classicals Profecus perk does [Do complete Random research that is possible to be researched] I think this perk very much harm the immersion of your Modpack's intended gamplay.
Slow game, slow research, and gradually progress. Do you think you can change the perk's ability? such as, [ colonists get mood bonus when researching] and stuff.I hope you can give a feeback because this perk is bugging me for a long time. Thank you and thanks for all your great mods.
ferny  [author] 27 Aug @ 5:47pm 
@Öffentliches Ärgernis Distant shouts is just a piece of text. Meaningless, it's just information. No buttons.
Öffentliches Ärgernis 27 Aug @ 3:08pm 
Is there an option to force the "Distant Shouts" event (again)? I couldn't request quests from the Senators, a few days into my game, but then it fired and the buttons appeared. Now they vanished again.
Reverie 26 Aug @ 3:49am 
Hey, I have some (2) errors related to the Vanilla Extra Embrasures patch - I do not use CE. Could you perhaps take a look?:

https://gist.github.com/HugsLibRecordKeeper/b99bfa832f84776ee8795d2167d8a7a0
ferny  [author] 24 Aug @ 3:04pm 
@Lemniscate_Mike Animal tech has a destinct type of def for its research projects, and its own distinct research method.
Lemniscate_Mike 24 Aug @ 1:53pm 
Interesting.
I wonder why it's different for the rest of the tech. levels?
ferny  [author] 24 Aug @ 1:42pm 
@Lemniscate_Mike Oh you mean that? Hmm.. I guess that's a bug? I've been aware of that but like to have the player caught between animal and neolithic wouldn't work on a code level I think so I think its a failsafe. It will remain that way for the time being.
Lemniscate_Mike 24 Aug @ 1:33pm 
@fery, I just now tested it with only Harmony, Core and all DLCs, VEF, VFET, Progression: Core, and Progression: Scenarios and it still happened.
Setting tech adv. at 75% If I do the advancement as soon as I can and reload the safe, it prompts me to do Ideo. and all "Basic" research is done.

It doesn't happen from neo. to medieval(didn't test the rest).
ferny  [author] 24 Aug @ 12:32pm 
@Lemniscate_Mike Definitely not us
Lemniscate_Mike 24 Aug @ 7:28am 
IDK if this mod is the culprit but If I set the tech advancement lower than 100% and do advance, it'll unlock all of the previous research, at least with the basic tab.
ferny  [author] 16 Aug @ 10:14am 
@darkside767 Nothing's incompatible anymore I don't think
darkside767 16 Aug @ 9:34am 
Hey Ferny, did you know that your mod incompatibility list is no longer on your description page?
Mirvra 14 Aug @ 4:07am 
I'm pretty sure everyone's smarter than me and realized this, but just in case I'll note it down here:

If you're using [HRK] Vanilla Expanded Extra Embrasures and Progression: Core, and getting red errors during startup talking about CE_Embrasures, just move the VEEE mod so it's loaded before Progression: Core.

My dumb ass just expected auto-sort to figure it out :Aste_Daniel:
Iirly 13 Aug @ 2:25pm 
@Zoto that's always a possibility. Sorry I couldn't be more helpful, Hopefully you get it sorted soon
KittyShipperCaveGirl 13 Aug @ 4:43am 
hehe thats me im kitty
ferny  [author] 13 Aug @ 4:03am 
v26 - Made campfire-like things from other mods give the "started at campfire" bonus, Medieval Overhaul, VFE Medieval 2, VE Furniture, Rebuild DAC (Thanks Kitty!)
ferny  [author] 13 Aug @ 3:27am 
@Mattman Advance by clicking on a campfire or table and clicking advance to ___
Mattman 12 Aug @ 3:57pm 
Maybe i am just not smart but i have reached the amount of researches to move to the next era but and it says i can advance but how exactly do I? I am looking in the research tab but i can't click anything and nothing is showing up in my re-searchable items.
Zoto 12 Aug @ 1:54am 
@lirly Thanks, but I got that far already :( I think it was a mod conflict because looking through the research tree I already had the researches that granted stuff like research spots completed, that whole tab even (I think its the Basic tab?) was researched, as were researches like Shortbow etc. So i'm pretty sure it's some weird conflict that was messing it up, somehow starting me without any real placable production items while still considering all the researches for them completed? For now i've just dev-mode-placed a basic research bench in the hopes of being able to salvage the save lol
Iirly 11 Aug @ 9:08pm 
@Zota early game you have to do tribal gatherings at a camp fire. These gatherings generate research points that go into the research items under 'basics' in your research tree. Things like Agriculture, Animal handling, hunting ETC. When you have doen enough of them, the last one is Culture. Once you successfully gain culture from tribal gatherings, you will unlock research spots.
and be able to advance to the neolithic.
Zoto 11 Aug @ 8:09am 
Used the Tribal Start, but i'm looking for ways to make sure i'm actually research stuff? I'm assuming this is not a bug of the mod and just an incompatibility / an incompetent setup by me so I was just wondering if anyone had some tips - I don't have research spots available to place (let alone benches), and i've managed to use the semi-random research infinite rerolls until I was able to select 'research bench' as the currently researching tech but after multiple Tribal Gatherings it's still at 0 research points
ferny  [author] 10 Aug @ 9:41pm 
@Ravinglegend Doesn't for me.
Ravinglegend 10 Aug @ 7:29pm 
The Lone Tribal scenario is throwing errors. The log says it has no surface layer.
Lemniscate_Mike 9 Aug @ 4:14am 
I actually DID manage to patch it out.
Yippie!
Tal'Raziid 9 Aug @ 2:18am 
Disregard my last, missed it on my first read
ferny  [author] 9 Aug @ 2:17am 
@Tal'Raziid It is designed with it in mind, yes
Lemniscate_Mike 8 Aug @ 10:06am 
Yeah, patching it out seems to much for me even with AI's assistance; just opening Visual Studio gave me a headache. xD
ferny  [author] 7 Aug @ 9:59pm 
@Lemniscate_Mike It still wouldn't make sense. Instead, have the author patch that project to be dependent on the VFE Tribals projects or write that patch yourself. You could probably chatgpt it or something
Lemniscate_Mike 7 Aug @ 9:50pm 
Any way we can get a setting to remove that tweak to make culture needed for everything?
I have a mod that adds primitive tools that I'd like to get before fully finishing that research tab.
ferny  [author] 7 Aug @ 3:20am 
@Öffentliches Ärgernis This mod has nothing to do with the acutal republic functions
Öffentliches Ärgernis 6 Aug @ 10:35pm 
I'm not 100% sure if this is the cause for my effect, but this mod seems the only one that could interact with that. So I ask: Does anybody else experience that you get quests from the Senators that won't give you their favor?
My last visit to the Republic gave me only one Feral hive to clear (I hate those for a neolithic era) which at least allowed me to get a senator favor.
The others were 2 Siege camps (from VFE Medieval) without quest rewards, a charmweaver (from ReSplice: Charmweaver) I should take; these 3 at least mentioned the senators, even if I couldn't get their favor. And the last was a stranger that contacted me for help - this seemed completely disconnected to the Senators.
Thunderkleize 6 Aug @ 9:46am 
Not sure if this is the best place to ask, but have you considered patching heavy bridge to be medieval tech researchable for medieval overhaul playthroughs with world tech level?
ferny  [author] 5 Aug @ 10:20pm 
@electrix1337 There's already multiple measures to counteract that. We use "Ignorance is Bliss" to prevent factions one tech higher than you from raiding, and "Progression: Equipment" to prevent cavemen from understanding guns. Equipment is not updated to 1.6 yet though, working on a new version of it.