RimWorld

RimWorld

182 ratings
Tech Level Progression
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
573.958 KB
Jan 25, 2023 @ 6:51am
Aug 14 @ 1:17pm
11 Change Notes ( view )

Subscribe to download
Tech Level Progression

In 1 collection by [Zerg03] MrHydralisk
MrHydralisk's mods
22 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
Aug 17 @ 11:31am
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
186 Comments
[Zerg03] MrHydralisk  [author] Aug 24 @ 7:02am 
LuxAhri Sera, report it to rimtheme then, since it not related to this mod.
LuxAhri Sera Aug 24 @ 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.
blackendpizza Aug 22 @ 3:35am 
ah thanks for this mod. The other advancing mod is overly confusing af. This ones much easier to use. :D
[Zerg03] MrHydralisk  [author] Aug 20 @ 1:36pm 
koraidonfan19, probably better ask World Tech Level, since it will be easier to implement on their side. They can contact me, if they have questions about TLP, but I doubt that they will have any since how straightforward TLP is.
koraidonfan19 Aug 20 @ 1:29pm 
Can you link this to World Tech Level so that the world evolves as your faction gets smarter?
[Zerg03] MrHydralisk  [author] Aug 17 @ 11:33am 
♥ Box Of Launch ✌, read mod compatability.
♥ Box Of Launch ✌ Aug 17 @ 11:27am 
No matter what I do my tech level keeps resetting to neolithic and I keep getting cornerstone points for no reason. I've tried adjusting the settings and even disabling 'tech level can get lower' but it still happens. Not sure whats going on.
[Zerg03] MrHydralisk  [author] Aug 14 @ 1:26pm 
Made an overall rework of mod code and added icon on research tab for easy access to current progress.
saltmummy626 Aug 3 @ 10:28pm 
If you're a dummy like me and pair this with Techblock by accident, they don't seem to interfere with one another that I saw except that they'll jack up research costs by doubling everything and then cutting the costs down to 75% of the doubled cost on everything across the board regardless of tech level. At least that's what I figure was going on on my end. Great mod, most of my friends who use a progression mod prefer this one.
[Zerg03] MrHydralisk  [author] Jul 29 @ 5:16am 
Orize, unless you provide info Bugs discussion thread similar to what other people in it, I can't tell you much.