RimWorld

RimWorld

111 ratings
Tech Level Progression
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
220.474 KB
Jan 25, 2023 @ 6:51am
Apr 13 @ 5:53pm
9 Change Notes ( view )

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Tech Level Progression

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
20 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.

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

Setting "Tech Level can become lower" will try to recalculate current level. This might bring Tech Level quite low, if you have a lot of mods with additional research projects, due to a high threshold setting.
Also there is precise settings for each Tech Level.

Links

Github link: .../MrHydralisk/Tech-Level-Progression

Discord [discord.gg]

Mod Compatibility

Should have no compatibility issues with other mods, unless it drastically changes ResearchManager class.

Supported languages: English, Russian.

Add/Remove

Tech Level Progression mod should be safe to add/remove from existing save.
Popular Discussions View All (1)
9
Nov 22, 2023 @ 8:09am
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
100 Comments
Bitcrunched Portal Radio May 5 @ 8:56am 
Thank you, this makes it so much easier to understand-
[Zerg03] MrHydralisk  [author] May 5 @ 5:33am 
Bitcrunched Portal Radio, if you want to get Space TL with setting of 75%, then you need to get 75% of Space research finished.

HANS, while this nice idea, it would be quite problematic to implement with ability for player to change it. Additionally when you have a lot of mods or following some of your own playthrough lore, then you might just never need some research which we might put as requirement. Overall percentage of finished research projects available to you as a requirement seems to me as more universal approach, this way rn you can just adjust percentage to very after that specific technology you was talking about and it will work same way as you want.
HANS May 5 @ 12:21am 
How about making specific technology to be the requirement for tech level-up? Like smithing, stonecutting, electricity, etc.
Bitcrunched Portal Radio May 4 @ 7:44pm 
Okay, so just so I know if I'm stupid: Does it modify your level DURING researching that specific level, or after researching everything in the previous level
[Zerg03] MrHydralisk  [author] Apr 17 @ 5:33pm 
Alternatively, just adjust persentage in settings based on the amount of research you wanna get vanilla wise or the one you feel more fit for your walkthrough.
[Zerg03] MrHydralisk  [author] Apr 17 @ 5:31pm 
Lil.Owl, game doesn't have any way to determine whenever research is vanilla or modded, so doubt possible.
Lil.Owl Apr 17 @ 12:02pm 
Can you make it optional, that mod wouldn't count additional research from other mods? It would make much less workload in exchange of possible break of immersion, but also giving more freedom and space for action?
[Zerg03] MrHydralisk  [author] Apr 13 @ 5:54pm 
Updated to 1.5
[Zerg03] MrHydralisk  [author] Apr 13 @ 9:21am 
Squigg, no worries, it will be updated, it just going slowly with all other mods that I need to check and update. Was quite unlucky that game update was when I got the most busy with other projects.
Squigg Apr 13 @ 9:18am 
that would be cool if you can update the mod because with the new anomaly expansion it became obsolete, apart of that its a great mod really usefull