RimWorld
Progression: Core
277 comentarios
ferny  [autor] Hace 1 hora 
@PeteTimesSix Oh nice, thank you. I'll mark them as compatible
PeteTimesSix hace 8 horas 
I figured I'd bring it up here since people are talking about it anyway: I've made Stepping Stones not explode with Progression: Core loaded. I've not written any specific patches for it (yet?), but they should at least function together now.
Benetrator - Beton hace 12 horas 
+1 on Woodsaber's question. I feel like integrating stepping stones would make your progression modpack feel even more organic, almost like playing civilization in rimworld. Your work is simply incredible.
Boxy hace 16 horas 
I just downloaded all your recently updated progression mods and I think theyre super neat and ties medieval gameplay so smoothly. Since I downloaded them (only newer mods added to my modlist on a new game) my cursor would start disappearing every few seconds. No errors are being shown in dev. Pls halp
Woodsaber 16 JUL a las 10:18 
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 16 JUL a las 9:12 
Hey, any chance this cover glittertech expansion ?
ferny  [autor] 14 JUL a las 4:15 
@.wolf Haha thank you man
.wolf 14 JUL a las 4:07 
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 a las 0:04 
After some testing it seems to be problem with combat extended test branch
ferny  [autor] 13 JUL a las 23:52 
v25 - fixed errors with adaptive primitive storage in 1.5
ferny  [autor] 13 JUL a las 23:52 
@Luke TasRook Fixed
Luke TasRook 13 JUL a las 23:34 
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  [autor] 13 JUL a las 15:15 
@NiktWazny Good chance you just need to revalidate your files
NiktWazny 13 JUL a las 14:37 
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 a las 16:10 
@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  [autor] 12 JUL a las 15:20 
@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  [autor] 12 JUL a las 15:19 
v24 - fixed errors with primitive storage
Iirly 12 JUL a las 12:47 
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 a las 10:07 
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  [autor] 12 JUL a las 9:37 
v23 - fixed primitive storage errors
ferny  [autor] 12 JUL a las 9:34 
@denty Ah yep you're right, fixing now
denty 12 JUL a las 9:21 
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  [autor] 11 JUL a las 11:16 
@Hatoful Pengu Nah just so busy with 1.6 and stuff
Hatoful Pengu 11 JUL a las 11:16 
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  [autor] 11 JUL a las 10:55 
@test No worries
test 11 JUL a las 10:54 
ah okay sorry I forgot to read it
ferny  [autor] 11 JUL a las 10:49 
@test I've already made it clear in the description that that mod is not supported
test 11 JUL a las 10:49 
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  [autor] 11 JUL a las 3:51 
v22 - added mod icon
Kylo 10 JUL a las 0:22 
{ENLACE ELIMINADO}

[Progression: Core] Patch operation Verse.PatchOperationFindMod(Adaptive Primitive Storage) failed
ferny  [autor] 9 JUL a las 14:12 
v21 - updated to 1.6
gunns22 5 JUL a las 9:23 
@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  [autor] 28 JUN a las 20:04 
@Capefear56 I'm good with that honestly
Capefear56 28 JUN a las 8:28 
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 a las 18:07 
@ferny Oh shoot, silly me. you're right! best of luck, regardless :)
ferny  [autor] 8 JUN a las 21:48 
@Rye! I'm in conversations with the developers. Do keep in mind, it's incomaptible with VFE Tribals not Progression Core
Rye! 8 JUN a las 17:50 
You should 100% look into making Research Papers compatible. Being able to lose research would be a fantastic gameplay element
minersdreams 8 JUN a las 10:28 
For some reason Rebuild doors and corners do not show up in any of the categorys
ferny  [autor] 4 JUN a las 10:41 
@Surasu Undying Oh no worries my friend. You are totally fine
Surasu Undying 4 JUN a las 10:25 
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  [autor] 4 JUN a las 10:19 
@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 a las 10:17 
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  [autor] 4 JUN a las 10:04 
@Surasu Undying What projects specifically? Wdym Anomaly
Surasu Undying 4 JUN a las 4:23 
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 a las 16:17 
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 a las 16:35 
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  [autor] 2 JUN a las 12:06 
@ed asner I've never heard of this
ed asner 2 JUN a las 10:33 
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 a las 8:28 
Ah thank you
ferny  [autor] 31 MAY a las 20:09 
@ooBUBBYoo You limited your planet's tech level with the World Tech Level mod.