RimWorld

RimWorld

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Tech Level Progression
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Mod, 1.3, 1.4, 1.5
File Size
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220.474 KB
25 Jan, 2023 @ 6:51am
13 Apr @ 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.

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.

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 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)
9
22 Nov, 2023 @ 8:09am
PINNED: Bugs/Issues
[Zerg03] MrHydralisk
107 Comments
KrayZee 10 Jun @ 4:28am 
great mod
[Zerg03] MrHydralisk  [author] 25 May @ 4:36am 
I did discuss it with someone else before, so I think VFET works like it give some sort of item that suppose to represent you current TL, while TLP relly on the amount of current research finished. So ig TLP just override what VFET do, since it probably getting called after it on startup or at any moment research finished. Since both mods trying to affect TL progression only one getting it effect, so not much can be done about it and probably better use one of this two mods, depending on you playstyle in current walkthrough (unless there is a way in settings of VFET to disable TL progression, so TLP would be the only one handling it).
Sterling Kerman 24 May @ 11:25pm 
Can confirm with Xenogray that Vanilla Factions Expanded - Tribal is what adds the tech advancement celebration thing, and it is more or less broken when this mod is installed. (seems to work at first but a save reload reverts you back to animal).
[Zerg03] MrHydralisk  [author] 22 May @ 3:03am 
Xenogray, ye, celebrations is not part of this mod. You can see the progress and how it decide to change you TL on start up or after any research finished in logs.
Xenogray 21 May @ 11:28pm 
Oh wait... Now I'm realizing... I guess it's not your mod that adds a celebration to tech advance ? From what I've gathereed it's automatic ? Would explian why I'm stuck on Animal XD
[Zerg03] MrHydralisk  [author] 21 May @ 5:19am 
Xenogray, a lot of reasons why you experiencing it, like not having fulfilled the threshold of Neolithic; having settings tech level can go lower, while not wanting it; having other mod that changes research logic.

Proceed to use Issues discussion and provide more info there, if you need help.
Xenogray 21 May @ 4:59am 
For some reason, I keep going back to Animal... always having to advance tech level to Neolithic.
Bitcrunched Portal Radio 5 May @ 8:56am 
Thank you, this makes it so much easier to understand-
[Zerg03] MrHydralisk  [author] 5 May @ 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 5 May @ 12:21am 
How about making specific technology to be the requirement for tech level-up? Like smithing, stonecutting, electricity, etc.