RimWorld

RimWorld

Progression: Gravship
67 kommentarer
ferny  [ophavsmand] 7. okt. kl. 16:16 
@Paolini Wdym
Paolini 7. okt. kl. 14:28 
Does someone know how to change the spacer era requirement in the files ?
ferny  [ophavsmand] 7. sep. kl. 3:18 
v5 - fixed missing odyssey requirement in the about.xml
Darkequation 6. sep. kl. 21:43 
Remember that short sci-fi story where space travel is actually easier than flintlock lol
MatrixVirus 25. aug. kl. 13:04 
Makes sense. If the actual progression feels right maybe just different categories in the architect menu is all it would need.
ferny  [ophavsmand] 25. aug. kl. 12:58 
@MatrixVirus I'm giving myself a bit of time to look over how VE Gravships and SOS2 pan out. I'm not gonna touch cohesion with them until they make their own stances clear.
MatrixVirus 25. aug. kl. 12:51 
ferny what do you think about separating out gravship stuff and SOS2 stuff? Orbital Tech vs Space Tech or something
Needtopractice 24. aug. kl. 22:00 
Played with only one colonist and spent 10 years to finally get an engine.But it's all worth it..:steamthumbsup:
Lemniscate_Mike 10. aug. kl. 6:36 
My issue was being caused by "Completely Clueless".
ferny  [ophavsmand] 10. aug. kl. 5:04 
@Halicade Whoops
Halicade 10. aug. kl. 4:55 
Hello! Just letting you know you never set Odyssey as a dependency in your mods about file.
ferny  [ophavsmand] 10. aug. kl. 2:00 
@Turkwise This is a mod designed for playthroughs that last months in a tech progression environment. You are not the target audience if thats not your thing.
Lemniscate_Mike 8. aug. kl. 19:01 
Anyone getting this error on startup?
Mod's basically at the bottom of my list.


[Progression: Gravship - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/FactionDef[defName="Ferny_GravshipSpacers"]/startingResearchTags"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Progression: Scenarios): Error in <match>
[End of stack trace]
Source file: D:\Steam\steamapps\workshop\content\294100\3522893553\Patches\patch.xml
Turkwise 8. aug. kl. 2:14 
Being required to progress to Spacer tech level is way too harsh imo. Especially since you cant even do that without another mod.
Personally I think it should just require a Comms Console to be built, on top of the higher research costs. Microelectronics is already a fairly big hurdle on its own, at least with the way I play.
Tleno 5. aug. kl. 17:32 
Of course the fish are harder to research it's a way more ancient technology
tixenfleaz 31. juli kl. 12:15 
Thanks boss. You get us.
ferny  [ophavsmand] 23. juli kl. 10:49 
@StockSounds Good idea, I'm planning on making a few more gravship based scenarios. Including potentially a neolithic/animal tech one
StockSounds 23. juli kl. 9:06 
Hmmmmmmmmmmm...
Come to think of it, if you just use the starting scenario then you get the gravship for free still, so it still works... And then if you don't select that scenario then you get a permanent base instead of a moving one, so it doesn't close up the nomadic spaceship thing at all.

Apologies, that makes a lot of sense. Though might I suggest an addition to Progression: Scenarios for your best idea for an earlier tech gravship start that mimics the base game giving it to you early without starting you in space being chased by mechs?
ferny  [ophavsmand] 23. juli kl. 8:50 
@StockSounds What you see as it not working well is the entire point of these mods. It's supposed to take a long time to advance through all the content. In my modpack it works exactly how I want it to.
StockSounds 23. juli kl. 7:20 
Yes, what about when I said that tech advancing from your own modpack doesn't even work that well?
ferny  [ophavsmand] 22. juli kl. 23:21 
@StockSounds Those concerns are the intention of the mod. You need tech traversal for this to make sense, yeah.
StockSounds 22. juli kl. 18:46 
can you pretty please address my concerns?
Spring_XD 19. juli kl. 18:42 
@Eshmockmock I agree, I really hate how they don't integrate the DLCs into the base game.
exBeNN 17. juli kl. 17:26 
While at work I was thinking how absurdly easy it was to research gravtech. This mod is really a godsend.
Eshmockmock 17. juli kl. 14:32 
Bro this is exactly what I was looking for. I hate hate hate that they just give you everything neat on a silver platter, and not organically as is with the base game. Thank you!
Agent Q 16. juli kl. 22:31 
"ooga booga.. over."
ferny  [ophavsmand] 16. juli kl. 19:38 
@Stormline526 Quests come in from a short-range radio. Canonically, all factions have it regardless of tech level. My mods respect that part.
Stormline526 16. juli kl. 19:13 
This raises a question for me.

What is involved in delaying quests?

I find it quite immersion breaking to get quests at an animal tech level, and am wondering if there is a way to disable quests until after the Animal tech period.

It just doesnt make sense to me that the various factions would be making requests of a group of wild men, or informing wildmen about ancient prototyoe reactor systems.
StockSounds 15. juli kl. 20:43 
Okay so, in hindsight, I have two thoughts.

1. Gravships are way less efficient than shuttles at what they do, so this doesn't really make the other modes of transport viable for longer.

2. Apparently, you can't actually craft a grav engine, despite there being all sorts of grav research. This means that if you're not in spacer tech , then you just don't get to have a gravcore unless you go get another mod.
I wouldn't say VFE - Tribals is the best solution, because VFE - Tribals requires you to do ALL of the industrial research just to advance. The whole nine hundred yards, and many more if you use mods, or even just DLC.
Progression: Core allows the ratio of progress to advancement to be changed, but that also effects shorter tech levels, meaning that the medieval stage becomes all the lowly and thin.
Surely, you've seen the visual of that massive difference with the RRR Progression Fork's display, so do you know what to do about the sheer size of industrial?
ferny  [ophavsmand] 14. juli kl. 16:53 
@Pogrzebacz No, it's Progression: Scenarios.
Pogrzebacz 14. juli kl. 16:21 
Hi, im not sure but i think that this mod is responsible for changing starting reasearch for gravship scenario, could you make it optional?
ferny  [ophavsmand] 14. juli kl. 11:45 
@Big Head Zach I don't know. Removing stuff midsave is never a good idea though.
Big Head Zach 14. juli kl. 5:38 
If removed from a save, will the gravship quest immediately fire?
ferny  [ophavsmand] 12. juli kl. 23:39 
v4 - fixed error
ferny  [ophavsmand] 12. juli kl. 23:27 
@Mac Ah, it assumes you have Progression Scenarios. Will fix now
Mac 12. juli kl. 23:19 
Yautja 12. juli kl. 19:23 
Hey Ferny, just tested again after the update, I clicked to change them to Ally and it worked, for neutral it changes nothing, I guess it's an issue from the base game itself, not your mod, thanks for the correction, cheers mate!
ferny  [ophavsmand] 12. juli kl. 17:16 
v3 - added patch for the new gravship scenario in Progression Scenarios
ferny  [ophavsmand] 12. juli kl. 16:40 
@Yautja Just checked, it works fine. I'm neutral with Empire
Yautja 12. juli kl. 16:03 
For some reason, even after updating the mod, the Empire is still not going above -100 on relationship, even using the dev menu :(
Xubisca 12. juli kl. 13:45 
never realized how stupid research cost was
ferny  [ophavsmand] 12. juli kl. 12:43 
@skimaskalx Yeah I just double checked. Not sure what you mean.
ferny  [ophavsmand] 12. juli kl. 12:36 
@skimaskalx You don't get basic gravtech research if you inspect a gravengine in basegame either. What it does is unlocks the opportunity, but if you are a spacer then that project is avaialble without restriction. Am I missing something? Lmk
skimaskalx 12. juli kl. 12:31 
buggy, doesn’t give you basic gravtech research when you inspect a gravengine
ferny  [ophavsmand] 12. juli kl. 11:49 
v2 - fixed empire hostility, ensured tech levels of projects are set
ferny  [ophavsmand] 12. juli kl. 11:43 
@Inert You're right. Will fix gimmie two seconds.
Inert 12. juli kl. 11:23 
This mod makes you permanently hostile to the empire. Ferny_GravshipSpacers wasn't added to the <permanentEnemyToEveryoneExcept> def in Royalty.
Mac 12. juli kl. 10:11 
Neronix' Tweaks Galore also has an option for that.
ferny  [ophavsmand] 12. juli kl. 10:09 
@Blueo You could use just VFE Tribals if you'd like. Or I think Nilo's QOl has its own tech advancing, and there's also a mod just called Tech Advancing. I'd strongly reccomend just using VFE Tribals + Progression Core. I have lots of patches built around all of that.
Blueo 12. juli kl. 6:31 
how would one progress to the spacer era if you don't use Progression: Core?