RimWorld

RimWorld

Progression: Core
413 Comments
ferny  [author]
Aug 15 @ 12:29pm 
v40
- (TWEAK) VFE Art patches now do not fire if Progression: Furniture is detected
Jul 26 @ 1:39pm 
We love you Ferny, how do you find the time to do all of these mods.
ferny  [author]
Jul 26 @ 12:56pm 
v39
Vanilla Factions Expanded - Classical
- (NEW) 'Mosaics' now has prerequisite of stonecutting
- (NEW) 'Drama and comedy' now has prerequisite of stonecutting
- (NEW) 'Togas' now has prerequisite of tribalwear
- (NEW) 'Centurion armor' now has prerequisite of smithing
- (NEW) 'Heavy shields' now has prerequisite of smithing
- (NEW) 'Legionary armaments' now has prerequisite of smithing
- (NEW) 'legionary armor' now has prerequisite of smithing
ferny  [author]
Jul 25 @ 2:42am 
v38
Medieval Overhaul
- (FIX) Removed unrelated core furniture patches

War Crimes Expanded 2 Core
- (NEW) 'Crude torture methods' project now has a prerequisite of Culture

Vanilla Factions Expanded - Insectoids 2
- (NEW) 'Basic hivetech' project now has a prerequisite of Animal handling
Jul 15 @ 11:46pm 
Hi, Progression: Core reports an error in 1.6/Patches/Progression Aesthetics ferny.xml.
The patch tries to add a prerequisite to Ferny_PlantPots, but this ResearchProjectDef no longer exists in Progression: Aesthetics. Please check that the parent Def exists before modifying /prerequisites, or remove this obsolete operation.
ferny  [author]
Jul 4 @ 10:20pm 
@Jigain I've already fully moved onto my Node Research mod, which is based on researching foundations instead of completion. From now on all efforts will be focused on that style
Jul 4 @ 10:16pm 
Hey ferny, just wanted to run this idea by you. Would it be possible (even if optional) to entirely disable researching the tech projects from VFEC? I love playing with research options limited to my current tech level, but that typically means that before I'm even ready to start doing the quests for the senators to unlock the techs, I'm already at the part of progression where I have to research those techs in order to advance. I also like playing with Semi-random Research, and sometimes that just throws only VFEC techs to choose from. I understand if this is not something you weant to implement or if it's out of scope for this mod.
ferny  [author]
Jul 4 @ 4:16pm 
v37
Core
- (NEW) 'Tree sowing' project now has a prerequisite of Agriculture
- (TWEAK) Removed stonecutting patch, moving to Progression Production

Vanilla Furniture Expanded - Farming
- (NEW) 'Farming techniques' project now has a conditional prerequisite of 'Agriculture'

Medieval Overhaul
- (NEW) 'Textile spinning' project now has a prerequisite of Agriculture
- (TWEAK) Tent wall is now locked behind construction instead of hunting

Epochs - Golems
- (NEW) 'Anima blooms' project now has a prerequisite of Agriculture

Progression: Agriculture
- (FIX) Removed patch for seed packing bench as Agriculture now has its own built in research project for it

(META) New thumbnail
Jul 4 @ 5:02am 
https://gist.github.com/HugsLibRecordKeeper/369bc4c88781dd3c04372a2321e618cb

"System.NullReferenceException: Object reference not set to an instance of an object
[Ref 127835CD]
at VFETribals.RitualObligationTargetWorker_AnyGatherSpotForAdvancement.CanUseTargetInternal (Verse.TargetInfo target, RimWorld.RitualObligation obligation) [0x0005f] in <7c60b68d78a84b43a02a0839db3ba1c2>:0
- TRANSPILER ProgressionCoreMod: IEnumerable`1" at the start, not sure is it actually this mod
Jun 30 @ 7:23pm 
@skizordrone research reinvented locks medical procedures behind researching penoxycycline
ferny  [author]
Jun 30 @ 2:58am 
@skizordrone definitely nothing to do with me or this mod
Jun 30 @ 1:04am 
Im not sure what progression mod it is, but i believe one of them has locked organ transplants behind a research or just disabled them entirely because i cant install any organs (bionic or otherwise) on my colonists. I only speculate this because whenever i have the progression mods installed, a bunch of medical research gets a ton of medical procedures tacked onto it. Any ideas on how to fix this?
Jun 22 @ 5:12am 
Hello @ferny, I want to express my gratitude for your great contributions to the RimWorld mod community. The entire Progression mod suite has become essential to my playthroughs. However, I’ve run into a troublesome development concern.
As a dedicated medieval playthrough enthusiast, I’m creating a mod to make RimWorld more historically consistent with the medieval era. My mod features deleted unnecessary research prerequisites, brand-new research projects, consolidated duplicate tech lines, and other related adjustments.
Since my mod is fully dependent on yours, I’m deeply concerned that future updates or structural changes to your mod will trigger missing definitions and various runtime bugs within my mod. Would you mind offering some guidance on how to mitigate this risk? Many thanks in advance!
Jun 14 @ 4:39pm 
So I moved Progression: Core to the last position after all other progressions. I still get the two red errors about bloody pots, but I can start new game now with animal-level scenarios. Just PSA basically.
Jun 14 @ 3:52pm 
Also, I do not know if it is related or not, but now I can not select "Animal" category of starting scenarios.
Jun 11 @ 7:44am 
hello @ferny, same red message than @Aargh Tenna:

[Progression: Core - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ResearchProjectDef[defName="Ferny_PlantPots"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ResearchProjectDef[defName="Ferny_PlantPots"]/prerequisites): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Progression: Aesthetics): Error in <match>
[End of stack trace]
Jun 11 @ 4:29am 
These two were recent red errors I believe after latest Rimworld base game update
Jun 11 @ 4:28am 
[Progression: Core] Patch operation Verse.PatchOperationFindMod(Progression: Aesthetics) failed
file: [snip]/1.6/Patches/Progression Aesthetics ferny.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
Jun 11 @ 4:27am 
[Progression: Core - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ResearchProjectDef[defName="Ferny_PlantPots"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ResearchProjectDef[defName="Ferny_PlantPots"]/prerequisites): Error in <nomatch>
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Progression: Aesthetics): Error in <match>
[End of stack trace]
ferny  [author]
May 22 @ 9:05am 
v34
- (TWEAK) Republic letter now fires 2 days earlier so it doesn't overlap with Royalty's empire quest
ferny  [author]
May 6 @ 7:21pm 
v33
- (NEW) Support for the weapons of Mythic Ages: Megafauna Bestiary
Apr 21 @ 11:56am 
Never mind, I see it is with Culture. I must have missed the pop up in my last game, or it got cleared out by accident. Perhaps that letter can be made to pause the game until you pick a choice? If that is even possible, anyways
Apr 20 @ 7:59pm 
With an Animal start, how do I get my ideology going? I saw it mention I could get it later but having electricity... well I still don't have it haha. Perhaps I encountered a bug, or incompatibility? I am running a lot of mods so I'd not at all be surprised it if were my fault in some way.
Apr 4 @ 9:24am 
sounds good! thanks!
ferny  [author]
Apr 2 @ 3:49pm 
@DozenthTurmoil Just set the starting faction as one with that era. Might be best to edit an existing medieval scenario.
Apr 2 @ 3:45pm 
i want to make my own medieval starting scenario, is there a way to have it as medieval starting tech in the scenario creator?
ferny  [author]
Mar 27 @ 1:50am 
@Rook You can use any of my mods with only whatever the required mods are on the right of the Steam page
Mar 27 @ 12:34am 
@ferny: Can i use the Progression production if i don't use Medieval Overhaul and VFE Classical? I use Vanilla Factions Expanded - Medieval 2.

I don't have all the DLC so i use a custom, around 200 mods, 90% based on your progression modlist, focused around progression core/scenario with most of the vanilla expanded mods (but not all, like classical).
ferny  [author]
Mar 26 @ 8:48pm 
@Rook Get my mod Progression Production it makes it its own project
Mar 26 @ 9:15am 
Nevermind, i found it, it's under "Complex Furniture" in vanilla expanded.

900 research points together with the basic one, this is gonna take quite a lot of fire dances :)
Mar 26 @ 9:06am 
Ferny how do i unlock the research bench? I'm using all the recommended mods for this :

- Semi Random Research: Progression Fork
- Progression: Scenarios
- Ignorance is Bliss

And i just exited the first animal age (completed all basic research), did the ritual to "upgrade" and i'm now in the neolethic. However i don't find an option for the research bench anywhere, neither in research or under any of the tabs.
ferny  [author]
Mar 24 @ 7:54pm 
@TheAuditor Tech locking was never in Medieval Overhaul
Mar 24 @ 7:53pm 
hey ferny, i saw you pack that have Medieval Overhaul, is the industrial removal still occur when i use this mod? or you did some compability to allow industrial era still can be reached even i use Medieval Overhaul?
Mar 23 @ 8:48am 
I think I found a glitch. I have Progesion and TD Enhancement Pack - Continued (3525414162) mods installed.

I start with Animal tech level, and buy some seeds from trader. Then using the "Match" option from TD to create growing zones, I can cultivate without having discover agriculture tech.
ferny  [author]
Feb 24 @ 9:12pm 
v32
- (META) New thumbnail
Feb 23 @ 8:05pm 
Could you please patch the VFE Tribals floor paintings not being automatically built by artists despite having nothing else to be doing?
Jan 30 @ 2:36pm 
True, ty
ferny  [author]
Jan 27 @ 4:29am 
@KurtHussein You likely limited your entire planet's tech with World Tech Level
Jan 27 @ 2:14am 
For some reason I can advance tech level even if I research 0 technologies of previous level, and I set requirement to 80%
Jan 26 @ 7:03am 
hey fern you workhorse, could you patch the Edo Themed Expansion mod to tech later than animal. Some of the buildings are available before construction should be possible
Jan 24 @ 12:54am 
When I start a game I don't have the option for tribal gatherings. This resolves if I save and then load though. Has anyone encountered this before?
Jan 21 @ 5:34am 
Is there any way of seeing the number of how many more techs you need to research to go up a tech level?
ferny  [author]
Jan 21 @ 2:55am 
@Lilly Satou I'll add it to the "best paired with" list on the modpage!
Jan 21 @ 2:09am 
Love this, though I feel like "Ignorance is Bliss" is basically mandatory with this mod since you spend so much time in neolithic era that if you play long enough you WILL get fecked up by industrial level raids with grenades and shotguns or mechanoids. Especially so if you are also using Combat Extended
ferny  [author]
Jan 12 @ 4:38am 
@MOMO Because they are currently functionally identical, I only bother my userbase with swapping something if there is a reason for it
Jan 12 @ 4:31am 
and by better way i mean a better way to contact you about about the modpack
Jan 12 @ 4:30am 
this does not have anything to do with this mod specifically, but i wantet to ask you something ferny about your 1.6 modpack, do tell me if theres a better way.
its about the Personal Doors mod, my question is if theres a reason for why it has not been replaced by Personal Doors (continued) which is recomended even on the Personal Doors page it self.
Jan 1 @ 10:43am 
very likely, i havent used Classical in a long time, and only trying it with this mod to make it more cohesive.
Jan 1 @ 1:33am 
@Reidlos - pretty sure that's not this mod as I've had similar situations with senators giving quests that don't result in their favor (something I've commented on in VFE:Classical as well) before having installed this mod, such as the quest from VFE:Insectoids to take out a growing hive, or the one from VFE:Medieval to defend against a forming siege. I get the impression Classical just looks through a generic list of 'valid' quests without consideration for if the rewards can actually result in favor.
Dec 30, 2025 @ 3:36pm 
Was anything adjusted that MIGHT cause senator to give quests that are "find this treasure or check out this random place" style quests that are not really "completable" and dont off the senatorr joining award? dong a new run and noticed 1 or 2 per faction are giving me junk quests. Assume it could be a ton of stuff on my end but figured id check to see if its even a thing from this mods end