RimWorld

RimWorld

Tech Level Progression
189 Comments
Crack Jack Sep 24 @ 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] Sep 12 @ 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 Sep 11 @ 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] 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.
Orize Jul 29 @ 5:09am 
Does not work for me, no matter what settings I am using.
moo Jul 28 @ 11:09am 
Hi. Just an observation, but there's a considerable number of information log notes on map start, as the mod counts one-by-one the progress in a tech level and reports it in the log. If this could be summarized in one log note, that'd help debloat the log length. Thanks!
[Zerg03] MrHydralisk  [author] Jul 25 @ 12:47pm 
Micke, this mod intended only for player faction. Never checked or was thinking about other factions tech levels, since it pretty risky to change such, so no idea tbh.
Micke Jul 25 @ 12:41pm 
Does this also change the other factions tech level? Is there any way to make them progress at the same rate as yourself?
Sumatris Jul 24 @ 1:26am 
I see. Thanks for your input :-).
[Zerg03] MrHydralisk  [author] Jul 23 @ 1:20pm 
Sumatris, decision itself was too long time ago, but iirc it was cause game not allowing to get higher TL, so it should be quite an effort to get higher like all projects of that TL to get it. But then 100% can be too much with heavy mods, so 75% was selected as default. While having diff % per TL, if non universal selected, to fit amount of projects in vanilla.
Sumatris Jul 23 @ 12:06pm 
@MrHydralisk: I'm aware of the settings and already changed them according to my tastes :-). My question was more about hearing the reasoning behind the default values. Not trying to argue here, don't worry. Just curious, that's all.
[Zerg03] MrHydralisk  [author] Jul 23 @ 11:47am 
Sumatris, there is mod settings, so you easily can put any value you like for all or different threshold per tech level. Amount of projects in each TL changes a lot from player to player with diff mod lists, so they change it to their needs.
Sumatris Jul 23 @ 11:19am 
Don't you think that a default threshold of 75% is way too high? In real life we currently are in the space age, and have been for decades, yet we've barely scratched the surface of what science and technology can achieve in this bracket. I think a 25% threshold would be more reasonable, if not even less. Once you have a basic understanding of something, the rest usually becomes much easier to figure out.
[Zerg03] MrHydralisk  [author] Jul 23 @ 7:58am 
Benji, there is a good example of how it looks in log file in first message in Bugs discussion thread.
Benji🦊 Jul 23 @ 7:33am 
Do you know what I could look for in the log file to see my tech progression, I am not good with code and such. Its a bit confusing for me
[Zerg03] MrHydralisk  [author] Jul 23 @ 6:20am 
Skjold, It doesn't care about mid-save. Check logs and you will see your current progress, so you will understand why. If you still won't be sure why, then send that message from logs and your current mod settings in Bugs discussion thread and I would be able to tell you why.
Skjold Jul 23 @ 6:11am 
I can't seem to get it to work adding it mid-save.

Using vanilla expanded mods only, and not the one you listed as incompatible.

I have 100% of neolithic techs researched yet still neolithic tech level.

Any ideas?
[Zerg03] MrHydralisk  [author] Jul 23 @ 4:45am 
Nah, it fine, Ik you didn't mean anything bad, was just thinking you had some specific ideas to implemet, when you said rework.
ALE199 Jul 23 @ 2:03am 
I'm sorry too, didn't mean anything negative
Benji🦊 Jul 23 @ 1:47am 
Oh dont worry I really appreciate ur mod, and I am not complaining, simply wondering how I can easily view the techs I need and such. Sorry to cause distress
[Zerg03] MrHydralisk  [author] Jul 23 @ 1:43am 
But, it already cleaned...
ALE199 Jul 23 @ 1:03am 
Oh I'm just saying with your new skills maybe you can try to make it from the ground up with better code, not saying the code isn't good currently just that if you want you could try a clean up
[Zerg03] MrHydralisk  [author] Jul 22 @ 10:24pm 
ALE199, remake in what way? If you have ideas, then just make a discussion thead about it, so I can look into it a bit later.
ALE199 Jul 22 @ 2:45pm 
Well personally I do find this the best tech progression mod, hands down, I do hope to see a remake of this mod
[Zerg03] MrHydralisk  [author] Jul 22 @ 12:48pm 
Benji, basically it was one of my oldest mods, so I didn't know how to add it on UI, but there was not much reasons to constantly display it either. Plus no demand for it too, cause functionality was more important. The only times when knowing current progress was needed back then was when solving issues or missunderstanding with some players.

Nowadays I prob can add UI with my current knowledge, but it will take a bit of time, since I have thing with higher priority atm in other mods.
Benji🦊 Jul 22 @ 11:55am 
So there is no window to easily see the information?
[Zerg03] MrHydralisk  [author] Jul 22 @ 10:58am 
Benji, it saved in logs each time you finish research something and on game save file load.
Benji🦊 Jul 22 @ 10:45am 
How do you see your current tech level and the percentage of techs you have researched in a category?
[Zerg03] MrHydralisk  [author] Jul 22 @ 9:52am 
dominicawb, you forgetting that research have requirment from lower research, so you can't go spacer only from the start.
dominicawb Jul 22 @ 9:11am 
The way this mod works is a bit confusing, you set tech level based on how much of a particular tech research you've completed? does that mean if say you use a zero-research scenario, but only research spacer-level tech, despite being considered "animal" level tech, you will become "spacer" level if you do enough of them, while skipping everything else?
Maticalfikt Jul 18 @ 2:47am 
LETS GOOOOOO
ALE199 Jul 17 @ 11:24pm 
LET'S GO
[Zerg03] MrHydralisk  [author] Jul 17 @ 9:02pm 
Updated to 1.6
[Zerg03] MrHydralisk  [author] Jul 15 @ 8:44pm 
Maticalfikt, thx for testing. Good to know that it wasn't affected, cause I have my hands busy with updating few other mods atm, so haven't reached this one yet.
Maticalfikt Jul 15 @ 8:42pm 
its easy work on 1.6 so dont worry u can use it without bugs
ALE199 Jul 1 @ 11:31am 
ah right right
[Zerg03] MrHydralisk  [author] Jul 1 @ 11:18am 
That's why "fully", cause DLC might introduce more things, that needed to be considered in update.
ALE199 Jul 1 @ 11:16am 
there's the beta branch in case you don't know, so you can test the mod to have it ready for 1.6
[Zerg03] MrHydralisk  [author] Jul 1 @ 10:40am 
ALE199, definetly, but 1.6 not fully out yet.
ALE199 Jul 1 @ 6:33am 
Hey I'm a big fan of this mod, I feel like this is the best Tech Advancing mod, do you think you can update it for 1.6?
[Zerg03] MrHydralisk  [author] Jun 7 @ 4:17pm 
PotNoodles, use Bugs discussion thread and send more info there.