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Mod's basically at the bottom of my list.
[Progression: Gravship - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/FactionDef[defName="Ferny_GravshipSpacers"]/startingResearchTags"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Progression: Scenarios): Error in <match>
[End of stack trace]
Source file: D:\Steam\steamapps\workshop\content\294100\3522893553\Patches\patch.xml
Personally I think it should just require a Comms Console to be built, on top of the higher research costs. Microelectronics is already a fairly big hurdle on its own, at least with the way I play.
Come to think of it, if you just use the starting scenario then you get the gravship for free still, so it still works... And then if you don't select that scenario then you get a permanent base instead of a moving one, so it doesn't close up the nomadic spaceship thing at all.
Apologies, that makes a lot of sense. Though might I suggest an addition to Progression: Scenarios for your best idea for an earlier tech gravship start that mimics the base game giving it to you early without starting you in space being chased by mechs?
What is involved in delaying quests?
I find it quite immersion breaking to get quests at an animal tech level, and am wondering if there is a way to disable quests until after the Animal tech period.
It just doesnt make sense to me that the various factions would be making requests of a group of wild men, or informing wildmen about ancient prototyoe reactor systems.
1. Gravships are way less efficient than shuttles at what they do, so this doesn't really make the other modes of transport viable for longer.
2. Apparently, you can't actually craft a grav engine, despite there being all sorts of grav research. This means that if you're not in spacer tech , then you just don't get to have a gravcore unless you go get another mod.
I wouldn't say VFE - Tribals is the best solution, because VFE - Tribals requires you to do ALL of the industrial research just to advance. The whole nine hundred yards, and many more if you use mods, or even just DLC.
Progression: Core allows the ratio of progress to advancement to be changed, but that also effects shorter tech levels, meaning that the medieval stage becomes all the lowly and thin.
Surely, you've seen the visual of that massive difference with the RRR Progression Fork's display, so do you know what to do about the sheer size of industrial?
Error related to this mod still present.
First red error is likely related to this mod, could be a mod conflict but still, have a looksie.