RimWorld

RimWorld

Progression: Core
273 Comments
Woodsaber 1 hour ago 
Thanks again for yours and the other's hard work keeping this up to date.
I saw that Research Reinvented Stepping Stones updated to add VFE:Tribals compatibility a few days ago, do you have any plans to get it integrated?
Progression core on it's own has a really good base for tech, but I can't stop imagining how well the more technical research of Stepping Stones would fit especially in early industrial.
Satoru Gojo 2 hours ago 
Hey, any chance this cover glittertech expansion ?
ferny  [author] 14 Jul @ 4:15am 
@.wolf Haha thank you man
.wolf 14 Jul @ 4:07am 
I want you to know that you're a bad-ass motherf***er, seriously. ME and my friend only ever play Rim with a zero tech start, and have always wanted the perfect setup to run from zero to spacer with fluidity. Your mods mixed with VE and some of the MO mods are making that entirely possible without issue. Keep up the good work!:cherrypie:
NiktWazny 14 Jul @ 12:04am 
After some testing it seems to be problem with combat extended test branch
ferny  [author] 13 Jul @ 11:52pm 
v25 - fixed errors with adaptive primitive storage in 1.5
ferny  [author] 13 Jul @ 11:52pm 
@Luke TasRook Fixed
Luke TasRook 13 Jul @ 11:34pm 
1.5 is getting the same primitive storage errors. I just copy pasted the 1.6 file to 1.5 and it disappeared. FYI.
ferny  [author] 13 Jul @ 3:15pm 
@NiktWazny Good chance you just need to revalidate your files
NiktWazny 13 Jul @ 2:37pm 
Hi, when selecting new colony, any of level, choosing scenario and then hitting next nothing happen and I get this error: https://pastebin.com/LYBD5KX4 . Any idea?
Iirly 12 Jul @ 4:10pm 
@ferny. this is gonna sound dumb, but there's a mod pack? I just only have it and a couple other things. I'll sort it out. Its probably something else causing it. if No one else is reporting it, it's deffo a me issue.
ferny  [author] 12 Jul @ 3:20pm 
@Iirly I don't see anyone else reporting this on my Discord. Are you using the full modpack or just your own list? Maybe its something else?
ferny  [author] 12 Jul @ 3:19pm 
v24 - fixed errors with primitive storage
Iirly 12 Jul @ 12:47pm 
After the recent update, all of my options for campfires (tribal meetings, advancement to next stage ect) are gone. actually everything is gone except for Deconstruct and select similar. There is a gray square after select similar. Note: I am on 1.5 version
denty 12 Jul @ 10:07am 
Fwiw I posted what I would have made a PR for as an issue for this mods repo. If it helps, because it has speculatively fixed file content.
ferny  [author] 12 Jul @ 9:37am 
v23 - fixed primitive storage errors
ferny  [author] 12 Jul @ 9:34am 
@denty Ah yep you're right, fixing now
denty 12 Jul @ 9:21am 
LoadFolders is missing it's 1.6 element and content is therefore loading from 1.5.

1.6\Patches\Adaptive Primitive Storage ferny.xml should be using PatchOperationAdd throughout, it switches to Replace on a node which doesn't exist at ASF_WovenBasket/researchPrerequisites. That causes the patch error load I see (element referenced by xpath query does not exist); the error mentioned by @Kylo.
ferny  [author] 11 Jul @ 11:16am 
@Hatoful Pengu Nah just so busy with 1.6 and stuff
Hatoful Pengu 11 Jul @ 11:16am 
technically, what it says in the description is that you're aware of an incompatibility with stepping stones and that you're looking into it, which implies that you're still considering supporting it. is stepping stones now considered unsupported indefinitely, then? not criticizing or disappointed or anything; just asking for clarification
ferny  [author] 11 Jul @ 10:55am 
@test No worries
test 11 Jul @ 10:54am 
ah okay sorry I forgot to read it
ferny  [author] 11 Jul @ 10:49am 
@test I've already made it clear in the description that that mod is not supported
test 11 Jul @ 10:49am 
I am getting research prerequisite loops with the Stepping Stones mod here is minimal modlist log https://gist.github.com/inikishev/2e5cdb1a94268fc5762dd40e0e38df7e and my mods are

Core, DLCs, VFE, VFE Tribals, Research Reinvented Stepping Stones, Progression core.
ferny  [author] 11 Jul @ 3:51am 
v22 - added mod icon
Kylo 10 Jul @ 12:22am 
{LINK REMOVED}

[Progression: Core] Patch operation Verse.PatchOperationFindMod(Adaptive Primitive Storage) failed
ferny  [author] 9 Jul @ 2:12pm 
v21 - updated to 1.6
gunns22 5 Jul @ 9:23am 
@ferny
LOG! https://gist.github.com/HugsLibRecordKeeper/bf077a8497a3dcc96013697b7ba1d984

An incompatibility with Medieval Overhaul. I don't understand it myself, but if it's red errors, it's probably worth looking into.
For context, 1. I'm still on 1.5; unstable betas creep me out. And 2. I'm looking for the source of a bug where I can't take a Caravan to any permanent Faction Base, including back to my own, and I've just been shotgun-reporting every red error I can find.
I already took this up with the Medieval Overhaul devs, and they said I should contact you.
ferny  [author] 28 Jun @ 8:04pm 
@Capefear56 I'm good with that honestly
Capefear56 28 Jun @ 8:28am 
There seems to be a bug for the "animal" to neolithic tech advancement stage where if you set the minimum required % of tech to advance to the next level at something low, like 25%, then advance from animal to neolithic without having all basic tech, then save and reload, all of the tech from the "basics" category will be fully researched upon loading the save where you advanced to neolithic.
Rye! 13 Jun @ 6:07pm 
@ferny Oh shoot, silly me. you're right! best of luck, regardless :)
ferny  [author] 8 Jun @ 9:48pm 
@Rye! I'm in conversations with the developers. Do keep in mind, it's incomaptible with VFE Tribals not Progression Core
Rye! 8 Jun @ 5:50pm 
You should 100% look into making Research Papers compatible. Being able to lose research would be a fantastic gameplay element
minersdreams 8 Jun @ 10:28am 
For some reason Rebuild doors and corners do not show up in any of the categorys
ferny  [author] 4 Jun @ 10:41am 
@Surasu Undying Oh no worries my friend. You are totally fine
Surasu Undying 4 Jun @ 10:25am 
Hmm that makes sense, my thinking progress was "Well, the void is some eldrich chaos without rhyme or reason so it would be weird that you need to know culture (Order, language, anything that makes you "human") to understand chaos (Wich is essentially the incoherent murmors of an schizophrenic AI if i understood the concept of anomally correctly)" Thanks for giving me the understanding.

As aclaration, my intention is not making fun, being rude or anything bad, my english is pretty bad and i say a lot of weird thingies!
ferny  [author] 4 Jun @ 10:19am 
@Surasu Undying That's intentional, Culture is meant to represent the fundamental understanding of language required to research any further knowledge. Void provocation is some complex stuff for people who don't know how to talk to each other.
Surasu Undying 4 Jun @ 10:17am 
Sorry i didn't explain me clearly. I have this mod installed in conjunction with Vanilla expanded tribals, i started with the wild men start wich means i only have fire researched, untill this point all good. But after discovering the monolith and trying to investigate void provocation it won't let me research it, it says it is locked because "Prerequisites: culture" is not researched.
ferny  [author] 4 Jun @ 10:04am 
@Surasu Undying What projects specifically? Wdym Anomaly
Surasu Undying 4 Jun @ 4:23am 
Please kind Mod creator, i ask you something. Is there a way to make anomally not require culture? Because it is making me and my non-existent programming skills cry in pain.

That is my only question since the rest of the mod is amazing, and i use all your progression mods because it is a wonderful addition to any modlist, thank you for making them!
condottiere 3 Jun @ 4:17pm 
This has been a great mod set, but I couldn't find info on how to actually advance tech level (this page's infographic is the only place I've found). I researched enough techs, but the (very nice and interactive) research tab doesn't mention anywhere that I need to perform a ritual. For first time noobs like me, it would be a big help for the "Advance tech level" marker to mention that we do this by going to an active gathering spot (campfire, table) to perform the tech advance ritual.

The ritual is not available through the Ideology ritual spot, which greatly confused me, as I had no campfires (only fueled stoves) and had set both my tables to study locations, which excludes them from being gathering locations. Eventually fumbled my way there in the end. :D

The amount of patching you've done for this complex of mods seems bonkers to me. It's playing very nicely so far!
ed asner 2 Jun @ 4:35pm 
Damn. Ok may have been related to having another copy of semi-random research in my load order but idk why that would affect it. I'll keep you posted, see if anything pops up in the log next time I do it.
ferny  [author] 2 Jun @ 12:06pm 
@ed asner I've never heard of this
ed asner 2 Jun @ 10:33am 
Not entirely sure what's causing this but every upgrade to the next tech level had to be done twice for it to stick (otherwise I just stay on the old one), and gives me cornerstone points for both times. Is this a known issue? Using the Semi-Random Research version for reference.
ooBUBBYoo 1 Jun @ 8:28am 
Ah thank you
ferny  [author] 31 May @ 8:09pm 
@ooBUBBYoo You limited your planet's tech level with the World Tech Level mod.
ooBUBBYoo 31 May @ 7:42pm 
I advanced to industrial and no new techs were available for research. Am I missing something?
Nettle 29 May @ 3:20pm 
Looks like this is changing the name of the Scorpion research from classical, even if you don't run MO.
LasanhaLG 26 May @ 7:43am 
@ferny Okay it was a dumb question lol, thanks a lot, just passing by to comment that these progression mods are very cool, congratulations
ferny  [author] 26 May @ 4:28am 
@LasanhaLG It explains it to you in game with the message I added. Campfire.