RimWorld

RimWorld

Tech Level Progression
177 Comments
[Zerg03] MrHydralisk  [author] 29 Jul @ 5:16am 
Orize, unless you provide info Bugs discussion thread similar to what other people in it, I can't tell you much.
Orize 29 Jul @ 5:09am 
Does not work for me, no matter what settings I am using.
moo 28 Jul @ 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] 25 Jul @ 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 25 Jul @ 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 24 Jul @ 1:26am 
I see. Thanks for your input :-).
[Zerg03] MrHydralisk  [author] 23 Jul @ 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 23 Jul @ 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] 23 Jul @ 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 23 Jul @ 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] 23 Jul @ 7:58am 
Benji, there is a good example of how it looks in log file in first message in Bugs discussion thread.
Benji🦊 23 Jul @ 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] 23 Jul @ 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 23 Jul @ 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] 23 Jul @ 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 23 Jul @ 2:03am 
I'm sorry too, didn't mean anything negative
Benji🦊 23 Jul @ 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] 23 Jul @ 1:43am 
But, it already cleaned...
ALE199 23 Jul @ 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] 22 Jul @ 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 22 Jul @ 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] 22 Jul @ 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🦊 22 Jul @ 11:55am 
So there is no window to easily see the information?
[Zerg03] MrHydralisk  [author] 22 Jul @ 10:58am 
Benji, it saved in logs each time you finish research something and on game save file load.
Benji🦊 22 Jul @ 10:45am 
How do you see your current tech level and the percentage of techs you have researched in a category?
[Zerg03] MrHydralisk  [author] 22 Jul @ 9:52am 
dominicawb, you forgetting that research have requirment from lower research, so you can't go spacer only from the start.
dominicawb 22 Jul @ 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 18 Jul @ 2:47am 
LETS GOOOOOO
ALE199 17 Jul @ 11:24pm 
LET'S GO
[Zerg03] MrHydralisk  [author] 17 Jul @ 9:02pm 
Updated to 1.6
[Zerg03] MrHydralisk  [author] 15 Jul @ 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 15 Jul @ 8:42pm 
its easy work on 1.6 so dont worry u can use it without bugs
ALE199 1 Jul @ 11:31am 
ah right right
[Zerg03] MrHydralisk  [author] 1 Jul @ 11:18am 
That's why "fully", cause DLC might introduce more things, that needed to be considered in update.
ALE199 1 Jul @ 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] 1 Jul @ 10:40am 
ALE199, definetly, but 1.6 not fully out yet.
ALE199 1 Jul @ 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] 7 Jun @ 4:17pm 
PotNoodles, use Bugs discussion thread and send more info there.
PotNoodles 7 Jun @ 3:57pm 
I have a bug that causes my tech level to drop to animal every time I finish a research. Any ideas on a fix?
[Zerg03] MrHydralisk  [author] 20 May @ 3:50pm 
HomosensualUltraGod, you can try figure it out. You can see in Bugs discussion thread that in logs TLP saving current progress, so you can send there a your log file fully or just that part with your settings values. This way I would be able to tell you more.
HomosensualUltraGod 20 May @ 2:23pm 
so ive been playing a tribe for a minute or two and its been fun except ive been stuck on animal tech for a while now, ive researched a lot of neolithic tech but i havent made any advances, though i do have research reinvented enabled also. Im guessing thats the issue
doomswell 28 Apr @ 2:08pm 
@ drshahramanvariazar
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3012358377
Faction Evolution exists but you basically have to do it manually.
[Zerg03] MrHydralisk  [author] 22 Apr @ 9:06am 
drshahramanvariazar, nope, and honestly doubt a good way to implement such feature is exist.
drshahramanvariazar 22 Apr @ 8:42am 
hold on this makes non-player factions advance in tech level?
dkr127054 14 Apr @ 9:25am 
I meant changing faction icons depending on technology level

I hope you understood what I wanted to say, I don't want to confuse your brains with my complaints about some insignificant non-existent feature

In any case, this mod is good
[Zerg03] MrHydralisk  [author] 14 Apr @ 9:01am 
dkr127054, there is no such thing in vanilla as settlement icon for each tech level. So this mod not doing such either, cause all settlements icons related to factions and not to TL.
dkr127054 14 Apr @ 8:30am 
Good, but even after increasing the level of development, the settlement icon does not change, because of which the settlement of the space level has a faction icon like a tribe

If the author has time and desire, then he can do it
[Zerg03] MrHydralisk  [author] 23 Feb @ 12:53pm 
Neko is Gaming, provide additional info in Issus discussion thread, cause without it I can't say what happening and why. First message showing what and how you can provide it.

But I would suggest try to get 10/12 Neolithic research first, so you would be sure that it more than 75% done.
Neko is Gaming (She/Her) 23 Feb @ 11:59am 
how do i get higher than animal? it says there are 0 animal techs to research, and i already have 9 of the 12 neolithic techs researched, should i not at least be neolithic?
drshahramanvariazar 18 Feb @ 8:31am 
from booga booga to 01110111 01100101 00100000 01101000 01100001 01110110 01100101 00100000 01110100 01100101 01100011 01101000 01101110 01101111 01101100 01101111 01100111 01111001