RimWorld

RimWorld

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Tech Level Progression
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
573.958 KB
25 Jan, 2023 @ 6:51am
14 Aug @ 1:17pm
11 Change Notes ( view )

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Tech Level Progression

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
23 items
Description
You have researched all projects for building spaceships, but your colony still stuck in medieval Tech Level? This mod can help you fix it.

Mod Contents

Simple mod that changing faction's Tech Level based on progress in the research tree. After each research, it checks whether the number of finished projects of higher Tech Level exceeds the threshold (75% by default) for moving to that Tech Level.

Mod setting allowing to:
- Adjust overall threshold.
- Adjust precise threshold for each Tech Level.
- Adjust minimum and maximum Tech Level.
- Adjust research project cost multiplier per each Tech Level above player faction.
- Adjust research project cost multiplier per each Tech Level below player faction.
- Option to align initial Tech Level on new game creation to scenario.
- Option to recalculate Tech Level based on total progress to allow go lower than current up to Animal Tech Level.

Adjust thresholds, if needed. Since this might take long time to progress, if you have a lot of mods with additional research projects, due to a high default threshold settings.

Links

[boosty.to]
[discord.gg]
[github.com]

Mod Compatibility

Should have no compatibility issues with other mods, unless it drastically changes ResearchManager class.
Mod Vanilla Factions Expanded - Tribals adding it own way TL increase, which override the ones implemented in this mod, so having both may cause inconsistent TL.

Supported languages: English, Russian.

FAQ
Example of how it works:
Example: if you want to get Space TL with setting of 75%, then you need to get 75% of Space research finished.

How to see current Tech Level progress:
Open Research tab and click on new icon with flask at the bottom left.

How to report and issue/problem/question:
Open Tech Level Progression mod page -> Discussion -> Bugs/Issues. Provide explanation of what you experiencing with Logs and Settings that you used, when this issue was noticed by you.

Add/Remove

Tech Level Progression mod should be safe to add/remove from existing save.
Popular Discussions View All (1)
27
17 Aug @ 11:31am
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
194 Comments
[Zerg03] MrHydralisk  [author] 19 hours ago 
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 20 hours ago 
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  [author] 21 hours ago 
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 22 hours ago 
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 22 hours ago 
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 @ 10:57am 
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  [author] 12 Sep @ 7:13am 
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 @ 11:10pm 
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  [author] 24 Aug @ 7:02am 
LuxAhri Sera, report it to rimtheme then, since it not related to this mod.
LuxAhri Sera 24 Aug @ 12:51am 
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.