RimWorld

RimWorld

327 ratings
Tech Traversal
   
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Mod, 1.3, 1.4
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21.697 MB
13 Jun, 2022 @ 2:55am
10 Oct, 2022 @ 9:29am
3 Change Notes ( view )

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Tech Traversal

Description
As of RimWorld 1.5, Tech Traversal will now be part of Tweaks Galore, it has been expanded upon and has a bunch of other research tweaks alongside it in that mod.

Makes the calculation for current research speed account for 100% completed tech levels. If you start as tribal, and complete all Neolithic research, the game will recognise your capability as Medieval, and so on. No more doing rocket science at a Neolithic rate just because your colony started that way!


  • But why?
    Because someone complained briefly about how the vanilla functions worked.

  • How long did it take?
    Bout an hour? Mostly because the first attempt didn't work properly.

  • So if we complain briefly you'll make mods for us?!
    Only for people I like. And I have to also like the idea...it's a lot of hoops to jump through.

  • Does it work with this other mod?
    Test it yourself and find out, I can't try every possible mod and wouldn't want to.

  • Isn't this just Tech Advancing with less options?
    Didn't know it existed till posting this and being told repeatedly. Alternative options are a good thing regardless of differences. Prefer TA? Then use it, doesn't affect me.

  • What's the difference between this and Tech Advancing?
    No idea really, never used it, you'll have to compare yourself.

  • Can you support the counter on mods that replace the vanilla research tree?
    To be clear, this counter is purely a visual aid, the behind the scenes stuff still functions entirely fine whether or not it's shown. So with that in mind, no it's too much work.

  • Can you add an option for this thing I want?
    Probably not.

  • Can I add or remove this mid-save?
    SURE! You can always add or remove a mod mid-save, any mod, it's whether or not it'll brick your save that matters though and this in theory has no saved data outside of configs (which are not tied to saves) so you should be able to add or remove this during a save without issues. If you do encounter a problem though it's nothing I can fix.


The only issue that is likely to exist is if you use a modded research screen (Like Dubs or ResearchPal) then the counter of course won't work for those, but it should also not cause any issues with them even if it's enabled as it's a purely visual indicator of background information.

If you have an issue to report you MUST include a HugsLib log (Ctrl+F12) or I can't help in most cases.


- Neronix17 - C#
- Oddbold - Complained briefly

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