RimWorld
Progression: Gravship
74 件のコメント
Reestock 10月18日 7時48分 
Eh, I'm skeptical, mainly because of the re-addition of ship-to-ship combat. I hope it's handled better than in SOS2, because RimWorld is a game inherently designed for pawn-to-pawn combat.
ferny  [作成者] 10月18日 7時35分 
@Reestock I trust Oskar to make a better endgame
Reestock 10月18日 7時33分 
@Ferny About that future stuff, there's this mod that turns the interstellar ship parts into usable gravship parts, as well as allowing them to be used for a New Game+
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531942788
Do you think something like that sounds better than outright removal, or do you think whatever Oskar will do is going to be even better?
accrrsd 10月18日 6時56分 
If you're looking to adjust gravship research costs without blocking the event itself , I've made a simple patch: Gravship Reasonable Tech
accrrsd 10月17日 3時22分 
@ferny Thanks for the reply, it's clearer now!
ferny  [作成者] 10月17日 3時08分 
@accrrsd Base games tech distinctions already make no sense, Mechs can't decide whether they are Industrial, Spacer, or Ultra, etc. The ship ending is the same, it makes zero thematic sense at this point and the second it's replaced by long term gravship progression (Oskar will be doing this over time) I will remove the base ship stuff from the game
accrrsd 10月17日 1時42分 
I mostly like your mods, but in my opinion the space age is too much, in a vanilla game it's literally the end of the game - building an INTERSTELLAR ship, a gravity ship in my opinion should be at the end of the industrial era, perhaps after microelectronics, it would be historic as the first flights into space - that is, reaching the orbital level.
ferny  [作成者] 10月7日 16時16分 
@Paolini Wdym
Paolini 10月7日 14時28分 
Does someone know how to change the spacer era requirement in the files ?
ferny  [作成者] 9月7日 3時18分 
v5 - fixed missing odyssey requirement in the about.xml
Darkequation 9月6日 21時43分 
Remember that short sci-fi story where space travel is actually easier than flintlock lol
MatrixVirus 8月25日 13時04分 
Makes sense. If the actual progression feels right maybe just different categories in the architect menu is all it would need.
ferny  [作成者] 8月25日 12時58分 
@MatrixVirus I'm giving myself a bit of time to look over how VE Gravships and SOS2 pan out. I'm not gonna touch cohesion with them until they make their own stances clear.
MatrixVirus 8月25日 12時51分 
ferny what do you think about separating out gravship stuff and SOS2 stuff? Orbital Tech vs Space Tech or something
Needtopractice 8月24日 22時00分 
Played with only one colonist and spent 10 years to finally get an engine.But it's all worth it..:steamthumbsup:
Lemniscate_Mike 8月10日 6時36分 
My issue was being caused by "Completely Clueless".
ferny  [作成者] 8月10日 5時04分 
@Halicade Whoops
Halicade 8月10日 4時55分 
Hello! Just letting you know you never set Odyssey as a dependency in your mods about file.
ferny  [作成者] 8月10日 2時00分 
@Turkwise This is a mod designed for playthroughs that last months in a tech progression environment. You are not the target audience if thats not your thing.
Lemniscate_Mike 8月8日 19時01分 
Anyone getting this error on startup?
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
Turkwise 8月8日 2時14分 
Being required to progress to Spacer tech level is way too harsh imo. Especially since you cant even do that without another mod.
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.
Tleno 8月5日 17時32分 
Of course the fish are harder to research it's a way more ancient technology
tixenfleaz 7月31日 12時15分 
Thanks boss. You get us.
ferny  [作成者] 7月23日 10時49分 
@StockSounds Good idea, I'm planning on making a few more gravship based scenarios. Including potentially a neolithic/animal tech one
Reestock 7月23日 9時06分 
Hmmmmmmmmmmm...
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?
ferny  [作成者] 7月23日 8時50分 
@StockSounds What you see as it not working well is the entire point of these mods. It's supposed to take a long time to advance through all the content. In my modpack it works exactly how I want it to.
Reestock 7月23日 7時20分 
Yes, what about when I said that tech advancing from your own modpack doesn't even work that well?
ferny  [作成者] 7月22日 23時21分 
@StockSounds Those concerns are the intention of the mod. You need tech traversal for this to make sense, yeah.
Reestock 7月22日 18時46分 
can you pretty please address my concerns?
Spring_XD 7月19日 18時42分 
@Eshmockmock I agree, I really hate how they don't integrate the DLCs into the base game.
exBeNN 7月17日 17時26分 
While at work I was thinking how absurdly easy it was to research gravtech. This mod is really a godsend.
Eshmockmock 7月17日 14時32分 
Bro this is exactly what I was looking for. I hate hate hate that they just give you everything neat on a silver platter, and not organically as is with the base game. Thank you!
Agent Q 7月16日 22時31分 
"ooga booga.. over."
ferny  [作成者] 7月16日 19時38分 
@Stormline526 Quests come in from a short-range radio. Canonically, all factions have it regardless of tech level. My mods respect that part.
Stormline526 7月16日 19時13分 
This raises a question for me.

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.
Reestock 7月15日 20時43分 
Okay so, in hindsight, I have two thoughts.

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?
ferny  [作成者] 7月14日 16時53分 
@Pogrzebacz No, it's Progression: Scenarios.
Pogrzebacz 7月14日 16時21分 
Hi, im not sure but i think that this mod is responsible for changing starting reasearch for gravship scenario, could you make it optional?
ferny  [作成者] 7月14日 11時45分 
@Big Head Zach I don't know. Removing stuff midsave is never a good idea though.
Big Head Zach 7月14日 5時38分 
If removed from a save, will the gravship quest immediately fire?
ferny  [作成者] 7月12日 23時39分 
v4 - fixed error
ferny  [作成者] 7月12日 23時27分 
@Mac Ah, it assumes you have Progression Scenarios. Will fix now
Mac 7月12日 23時19分 
Yautja 7月12日 19時23分 
Hey Ferny, just tested again after the update, I clicked to change them to Ally and it worked, for neutral it changes nothing, I guess it's an issue from the base game itself, not your mod, thanks for the correction, cheers mate!
ferny  [作成者] 7月12日 17時16分 
v3 - added patch for the new gravship scenario in Progression Scenarios
ferny  [作成者] 7月12日 16時40分 
@Yautja Just checked, it works fine. I'm neutral with Empire
Yautja 7月12日 16時03分 
For some reason, even after updating the mod, the Empire is still not going above -100 on relationship, even using the dev menu :(
Xubisca 7月12日 13時45分 
never realized how stupid research cost was
ferny  [作成者] 7月12日 12時43分 
@skimaskalx Yeah I just double checked. Not sure what you mean.
ferny  [作成者] 7月12日 12時36分 
@skimaskalx You don't get basic gravtech research if you inspect a gravengine in basegame either. What it does is unlocks the opportunity, but if you are a spacer then that project is avaialble without restriction. Am I missing something? Lmk