RimWorld
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Tech Level Progression
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Mod, 1.3, 1.4, 1.5
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2023年1月25日 6時51分
4月13日 17時53分
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Tech Level Progression

[Zerg03] MrHydralisk 作成の 1 件のコレクション
MrHydralisk's mods
20 アイテム
解説
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.
人気スレッド 全て表示 (1)
15
10月11日 12時16分
ピン留め: Bugs/Issues
[Zerg03] MrHydralisk
118 件のコメント
[Zerg03] MrHydralisk  [作成者] 9月29日 16時14分 
Toonice, for such usually better to make a discussion thread, cause it might require quite a bit of text space, since comments limit the max amount of chars.

If I understood the request right, then ye, it do be possible, but quite a big chunk of code logic would need to be added to implement such diff way progressing. Which also outside of this case would be kinda counter intuitive option to have. So while possible to do, it probably won't be soon.

Alternatively, wouldn't it be easier to implement additional "Restrict to faction next tech level" option in Random Research, considering it will take only to copy current setting and increase TechLevel by one to what already being done in it?
Toonice 9月29日 15時42分 
This might be a bridge too far, but is there any way we could get an option to have the check for tech level progress done on the previous level of tech? Like if we complete 75% of Industrial we advance to spacer. I am using this in conjunction with Semi Random Research and I would like to use their "Restrict to faction tech level" option. However since this only increases the tech level after you research into that tech level eventually the combination of the two makes it so there are no researches for my colonists to choose because the tech level doesn't go up. Its somewhat easy to get around currently as I can just turn off the restriction and set it to go up after one tech but it would be cool to be able to progress from neolithic to spacer "semi randomly".
[Zerg03] MrHydralisk  [作成者] 8月26日 16時16分 
No problem
Jonesh 8月26日 16時07分 
I am terribly sorry, yes, this was the wrong mod page, I used another mod... I clicked on the wrong link. Mondays, am I right? Thanks for the quick reply though, have a nice day!
[Zerg03] MrHydralisk  [作成者] 8月26日 12時49分 
Jonesh, I will rephrase what I meant. First of all TLP doesn't do researches and it only count how many you done to progress the tech level.

Second good thing that you tested and was able to reproduce. But there is one small issue, if that's the logs you got from testing, cause they state that you didn't use Tech Level Progression mod, when you got an issue. So I'm afraid you reporting to the wrong mod page. Probably report it to VFE Classical devs.
Jonesh 8月26日 11時17分 
Hello! Got a senator from VFE Classical and it immediately researched all of the basic techs and I could advance to neolithic. Was almost done, so I shrugged. Did just test it out with just Harmony, the DLCs, VE Framework, VFE Classical, VFE Tribal and this mod, in that order (sorted by Rimpy).

That reproduced the behaviour. I am unsure if this is intended?

Log is here: https://pastebin.com/D8VErTMG
Macaron 8月24日 5時54分 
Thanks MrHydralisk, i fixed it by simply changeing to so it doesnt go down, i apriciate your help mod is great!
[Zerg03] MrHydralisk  [作成者] 8月23日 11時35分 
Macaron, it all highly depends on what settings and how many research projects you have in total. So to answer this I would need more information. Check the Bugs discussion thread and send info there like others and this way I might be able to tell what is the reason.
Macaron 8月23日 10時59分 
hello i kinda need help with this, from what ive gathered some mods affect this mod making you unable to go from animal up wards, but i think i dont have any other mods installed that chage the reaserch logic in rimworld yet i m unable to leave animal, and i need to know how to see the progression from one to the other, thanks for all the help and sorry if this was mentioned ealier i didnt catch it!
[Zerg03] MrHydralisk  [作成者] 8月6日 12時44分 
dkr127054, there is no different settlement icon in vanilla for all tech levels, so no, it not. All on the topic of how it work stated in a description.