RimWorld

RimWorld

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Pacing Manager
   
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Mod, 1.6
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10.308 MB
26 nov @ 23:10
27 nov @ 21:33
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Pacing Manager

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The Progression Modpack | (1.6)
593 artiklar
Beskrivning
What is this?
This is a fully configurable tool for you as a user/developer to pace your game however you'd like. This is a mod designed for people using large modlists with tech traversal, like my modpack. By default this mod does nothing.

Features
  • Add a multiplier to increase or decrease research for an entire tech level
  • Round the values to nice numbers, and make those specific to each tech level's own difficulty
  • Using VE Gravships? Optionally exclude its gravdata from the calculations
  • Fully customize it on your own

Reccomended settings?
Still figuring it out! What I have right now in that screenshot is my current idea for the Progression modpack. But I need to think on it more...

Best paired with

Compatibility
- Works with literally everything.

Credits
- Taranchuk - C#
- Oskar Potocki - Tech icons




[discord.gg]
34 kommentarer
ggfirst 4 dec @ 20:57 
Finally! better version of new mod which does the similar things with the previous ones. I hope Taran was able to reuse some of the assets when he helped me when making my version of the mod :0
Scryie 4 dec @ 14:12 
tell me more about this mod for working on, mr fern? i'm curious(totally not because I don't know what an imagir is)
Scryie 4 dec @ 14:09 
hell yeah, lets go:steamhappy:
ferny  [skapare] 4 dec @ 13:55 
@Scryie That is in development right now!
Scryie 4 dec @ 6:59 
split comment in two because it was too long : \
Scryie 4 dec @ 6:59 
Could I suggest, Progession: apparel?
Go from cheap, middle tier "medieval" clothing
then unlock "buttoned" clothing a tech later, which is still an medieval tech, just needing some more research, which unlocks the more "industrial" style clothing that are better at insulation but cost more material,
Also, Prehaps buff the t-shirt by changes cost to 30
making it an actually usable option

techs would be
Complex Clothing: 400 points instead of 600 points
then Buttoned Clothing: 600 points
any further clothing tech would be locked behind Buttoned Clothing

so early on, you start making Caps, Mantles, T shirts, pants, and Coifs for an early upgrade over tribal ware, then for an extra 600 points, you get Dusters, Bowler hats, Jackets, buttoned Shirts
and ect

mainly for playthroughs with medieval mods installed, and it even fits the progression theme,

Unless you've already done this in an another mod, but I'm from the forsaken land known as the UK so I don't know what an "Imagir" is
Scryie 4 dec @ 6:59 
Suggestion
You know how at complex clothing you tend to unlock things such as dusters and jackets and such, which is fine
well, the problem arises once one adds an mod that adds any medieval apparel,
then suddenly you go from tribal ware to everything from tunics to cowboy hats

It's not that bad, just weird
SGT OwO 1 dec @ 14:24 
Having the same issue as Proto, except my rimworld just crashes, leaving no log or anything,
StupidBaby 29 nov @ 18:29 
Another great idea, thank you.
ferny  [skapare] 29 nov @ 8:41 
@🐺🐺🐺🐺WOLP Not interested in the concept overall I think