RimWorld

RimWorld

Progression: Equipment [DEAD, 1.5]
191 Comments
PremierVader 20 hours ago 
Really looking forward to the sequel for this mod. I need a mod that balances the overlaps between Vanilla Weapons Expanded and Rimsenal Augmented Vanilla!
Drestalos 24 Jun @ 1:58pm 
RIght on man! Glad to hear it, saw the conversions of a few of your progression things, just wanted to make sure. Appreciate it.
ferny  [author] 24 Jun @ 12:54pm 
@Drestalos Hey, yeah the Progression pack for 1.5 will stay as it is, there's just a few bugs with the current tech limiting implementation that I couldn't leave the 1.5 pack with that major of a bug. I will be releasing a sequel to this mod later for 1.6. Feel free to keep playing with this stuff.
Drestalos 24 Jun @ 12:31pm 
YO bigguy, any reason why this, arcane tech, and colonist tech background were disabled for yesterday's update in ferny 1.5? Reading comments here, I reckon progression is being ported to 1.6, but I figured I'd ask anyways, cuz I'm midgame and don't want to start, in case, without these mods, things'll break. Thanks bigguy
FlamingLlama 15 Jun @ 8:53pm 
Just a head's up: If this still being maintained at all, some of the patches do not fully cover all things added by the mod/DLC. Ones that I have found so far (and patched on my local copy):
Royalty DLC: Cataphract Armor and Cataphract Helment
VFE Pirates: Privateer Armor
StockSounds 15 Jun @ 2:36pm 
shur, it's getting a sequel, probably not even this month.
AzoorFox 15 Jun @ 1:58pm 
UPDATE WHEN?????????????????
gazza_m_bolton 14 Jun @ 2:50am 
That makes sense thank you for the very quick reply
ferny  [author] 13 Jun @ 11:07pm 
@gazza_m_bolton Probably gonna release an entirely new mod to replace this
gazza_m_bolton 13 Jun @ 11:08am 
What are your plans with 1.6 for this mod if the dependencies are not updated? Also is there a plan to remove the duplicate weapons from Medieval Overhaul and VFE Medieval 2?
Iceobeasty 13 Jun @ 5:37am 
Hey Ferny, i know this request is probably not in your usual ballpark, but could you possibly do an addon to restrict tech and weapon knowledge to a specific pawn that has to teach or document the tech? The idea stems from the Human Resources mod, but i enjoy your modding style
StockSounds 5 Jun @ 2:13pm 
After all this time nobody got a patch for Empires of Old Core on this? it adds a lot of weapons. I guess it's not the most popular mod ever though.
ed asner 3 Jun @ 4:29am 
Any chance the work types for studying/mentoring from tech background could be patched into separate jobs on the work tab from research? Big fan of the systems conceptually but currently it means basically every pawn has to be assigned to research if you want them to improve, which is finicky. Makes it difficult to have pawns good at social mentor, or stop pawns bad at intellectual from researching when you just want them to study.
FlamingLlama 30 May @ 2:25pm 
Got it. Next time it pops up, will futz with the load order. Faster than game file verification at least.
ferny  [author] 30 May @ 6:21am 
@FlamingLlama I'm aware of this issue, it seems to magically permanently disappear if you jossle your mod order. So it's nearly impossible for me to diagnose as i've only gotten it once.
FlamingLlama 29 May @ 4:38pm 
Okay, issue has returned. Just gonna verify game files and move on.
FlamingLlama 28 May @ 11:15am 
Update: Verified game files, and the issue is gone. Not a clue what went wrong in the first place
FlamingLlama 27 May @ 5:50pm 
I got an interesting issue: Running this with the settings correct. Everything worked right for about 15 hours of game play, and a couple of saves. Then, I reload a save, and the combination completely stops working, even defying Arcane Technologies settings (I.e. my colonists took off their flophats that they had been wearing for 3 hours because suddenly the technology was unknown). Curious if anyone has had something like this happen, where the combination suddenly breaks down after a save load. May be something on Arcane Technologies side, but that mod is completely radio silent at this point. Worth noting that I changed no settings, did not edit the modlist, and no mod updates happened, so I am at a loss as to how this suddenly broke.
ferny  [author] 13 May @ 6:21pm 
v40 - fixed biomes core patch not applying, added missing MO jewelry
Funf 2 May @ 11:18am 
@ferny what can you say about Tweaks Galore?
It kind of adds quite a lot of functions that are embodied in mods, such as Non uno Pinata.
ferny  [author] 1 May @ 3:41pm 
@Funf This mod is just that mod, but with more patches. If you want the patches, use this mod instead
Funf 1 May @ 1:57pm 
what can say about CTB-AT Equipment Mod?
Seizure Salad 24 Apr @ 8:48am 
@CTM BOTTOM TEXT
From the FAQ in the mod description:
"CE compatible? | Uhhhhhh probably i think yeah"
CTM BOTTOM TEXT 23 Apr @ 9:01pm 
le compatibility with le CE?
ferny  [author] 23 Apr @ 7:07pm 
v37 - added patches for Rimfantasy, House Doyle, House Van Illa, House Sanguine, Arcane Archaeologists, and the Profaned (thanks SallySpartan), added patches for Biomes! Core (thanks Soldier First) fixed patches for MO and VE Apparel (thanks Soldier First)
StockSounds 23 Apr @ 3:40pm 
Good plan.
ferny  [author] 23 Apr @ 3:34pm 
@StockSounds I'm probably gonna rewrite this mod when 1.6 drops
StockSounds 23 Apr @ 2:46pm 
One fairly thoughtless improvement I think you might be able to make is to just systemically make every item industrial until proven otherwise, or even add a configuration menu like in Show Me Your Hands.
StockSounds 23 Apr @ 2:42pm 
I'm glad you care. I say it all constructively because I like many of your other mods, and I want them to be cool. And I think you're cool.
ferny  [author] 23 Apr @ 2:38pm 
@StockSounds Reasonable yeah, sorry didn't have fun with it
StockSounds 23 Apr @ 2:37pm 
It takes me out of the experience by having a colonist not know how a gun works, and requiring days of teaching to get the point across. The only fun moment I had with it was when I got the aforementioned Yttakin pirate who was going around like "this is a pulse rifle", otherwise it was just Empires of Old not working and being upset with the teaching mechanics.
StockSounds 23 Apr @ 2:37pm 
I've stopped using this mod because it's really just unrealistic and more of a burden.
The idea was to make neolithic equipment relevant to the neolithic era, and as fun as that sounds, this was done through a method that I find disagreeable. Worse yet, it was done in the Combat Extended method where it just totally doesn't work with a lot of mods without a tailor-made patch.

This mod page doesn't tell you much about the actual gameplay, which is that you'll end up randomly getting an average colonist, a dumb colonist, or a smarty-pants, and this is determined by their faction's tech level, so somehow the furry pirate who wears a leather tarp and beats people with clubs is more well-educated and mentally capable than the team of talented researchers who were aboard a space ship moments before they ended up here.
big fella 23 Apr @ 1:55pm 
After patch I can no longer use my ideoligions relic weapon. It IS a monosword, and we're only industrial, but this wasn't the case until this patch, and i feel like i should be able to use my own cultures relics regardless of tech.
ferny  [author] 23 Apr @ 11:27am 
v36 - fix
gazza_m_bolton 23 Apr @ 9:44am 
@ferny, @Marcus I've just noticed I'm getting the same issue.
Asep_Hejo 23 Apr @ 6:14am 
except for non violent pawn, the menu still pop up. But for other normal pawn, the menu overlay doesnt show up
Asep_Hejo 23 Apr @ 6:13am 
getting error when i try to pick up / equip wepons

https://gist.github.com/HugsLibRecordKeeper/68546867a23a9b8c1db648874fafff99
ferny  [author] 23 Apr @ 2:04am 
v35 - disabled logging
ferny  [author] 16 Apr @ 6:39am 
@StockSounds Been on the to do list for a while, sorry bout that. I'll fix it soon
StockSounds 15 Apr @ 8:58pm 
Question.
VFE - Pirates adds my favorite starting scenario where you start as spacer pirates who crashlanded. spacer pirates, pirates who are capable of space travel, yet they can't use the pulse rifle that they dropped in with because they're industrial.
The idea of Progression is to tie things together between mods, so what do you say about that disparity?
big fella 15 Apr @ 11:43am 
Sorry, from VFE-Empire. However i decided against using the mod in my tribal playthrough, as deserter led raids with late game armour/weapons were happening constantly in the early game, so if you personally haven't had the issue i would disregard my question.
ferny  [author] 14 Apr @ 11:49am 
@big fella Which deserter armor?
ferny  [author] 14 Apr @ 11:49am 
v34 - fixed error
big fella 8 Apr @ 3:54pm 
Strangely, Deserter armour can be worn by my pre-industrial pawns. How can i narrow down why that is?
ferny  [author] 8 Apr @ 2:16pm 
v33 - added support for Vanilla Quests Expanded - Cryptoforge
Glasst1ger 8 Apr @ 1:09pm 
Hi there Ferny!

It seems that orbital book merchants cant generate their stock with your mod:

https://pastebin.com/c2ZyKShZ
ferny  [author] 7 Apr @ 4:31pm 
v32 - removed unfinished patch
ferny  [author] 7 Apr @ 4:30pm 
@Inglix Haha whoops, thanks. Found an unfinished patch.
Inglix 7 Apr @ 4:11pm 
There's an error in the patch for Roo's Minotaur Xenotype Expanded in the file "\Mods and Shit\Roo Minotaurs Expanded\Patches\roo minotaurs expanded patch.xml".

On lines 11-64 the file contains what appears to be a duplicate of a Medieval Overhaul patch from Progression: Agriculture that handles some crop overlaps between it and Vanilla Plants Expanded. It's placed inside of an <operations> node as an <Operation> node rather than an <li> node, which is causing the whole patch sequence to fail.
ferny  [author] 2 Apr @ 1:46am 
v31 - fixed missing equipment patches for Spacer Arsenal