RimWorld

RimWorld

Progression: Gravship
67 Comments
ferny  [author] Oct 7 @ 4:16pm 
@Paolini Wdym
Paolini Oct 7 @ 2:28pm 
Does someone know how to change the spacer era requirement in the files ?
ferny  [author] Sep 7 @ 3:18am 
v5 - fixed missing odyssey requirement in the about.xml
Darkequation Sep 6 @ 9:43pm 
Remember that short sci-fi story where space travel is actually easier than flintlock lol
MatrixVirus Aug 25 @ 1:04pm 
Makes sense. If the actual progression feels right maybe just different categories in the architect menu is all it would need.
ferny  [author] Aug 25 @ 12:58pm 
@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 Aug 25 @ 12:51pm 
ferny what do you think about separating out gravship stuff and SOS2 stuff? Orbital Tech vs Space Tech or something
Needtopractice Aug 24 @ 10:00pm 
Played with only one colonist and spent 10 years to finally get an engine.But it's all worth it..:steamthumbsup:
Lemniscate_Mike Aug 10 @ 6:36am 
My issue was being caused by "Completely Clueless".
ferny  [author] Aug 10 @ 5:04am 
@Halicade Whoops
Halicade Aug 10 @ 4:55am 
Hello! Just letting you know you never set Odyssey as a dependency in your mods about file.
ferny  [author] Aug 10 @ 2:00am 
@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 Aug 8 @ 7:01pm 
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 Aug 8 @ 2:14am 
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 Aug 5 @ 5:32pm 
Of course the fish are harder to research it's a way more ancient technology
tixenfleaz Jul 31 @ 12:15pm 
Thanks boss. You get us.
ferny  [author] Jul 23 @ 10:49am 
@StockSounds Good idea, I'm planning on making a few more gravship based scenarios. Including potentially a neolithic/animal tech one
StockSounds Jul 23 @ 9:06am 
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  [author] Jul 23 @ 8:50am 
@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 Jul 23 @ 7:20am 
Yes, what about when I said that tech advancing from your own modpack doesn't even work that well?
ferny  [author] Jul 22 @ 11:21pm 
@StockSounds Those concerns are the intention of the mod. You need tech traversal for this to make sense, yeah.
StockSounds Jul 22 @ 6:46pm 
can you pretty please address my concerns?
Spring_XD Jul 19 @ 6:42pm 
@Eshmockmock I agree, I really hate how they don't integrate the DLCs into the base game.
exBeNN Jul 17 @ 5:26pm 
While at work I was thinking how absurdly easy it was to research gravtech. This mod is really a godsend.
Eshmockmock Jul 17 @ 2:32pm 
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 Jul 16 @ 10:31pm 
"ooga booga.. over."
ferny  [author] Jul 16 @ 7:38pm 
@Stormline526 Quests come in from a short-range radio. Canonically, all factions have it regardless of tech level. My mods respect that part.
Stormline526 Jul 16 @ 7:13pm 
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 Jul 15 @ 8:43pm 
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  [author] Jul 14 @ 4:53pm 
@Pogrzebacz No, it's Progression: Scenarios.
Pogrzebacz Jul 14 @ 4:21pm 
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  [author] Jul 14 @ 11:45am 
@Big Head Zach I don't know. Removing stuff midsave is never a good idea though.
Big Head Zach Jul 14 @ 5:38am 
If removed from a save, will the gravship quest immediately fire?
ferny  [author] Jul 12 @ 11:39pm 
v4 - fixed error
ferny  [author] Jul 12 @ 11:27pm 
@Mac Ah, it assumes you have Progression Scenarios. Will fix now
Mac Jul 12 @ 11:19pm 
Yautja Jul 12 @ 7:23pm 
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  [author] Jul 12 @ 5:16pm 
v3 - added patch for the new gravship scenario in Progression Scenarios
ferny  [author] Jul 12 @ 4:40pm 
@Yautja Just checked, it works fine. I'm neutral with Empire
Yautja Jul 12 @ 4:03pm 
For some reason, even after updating the mod, the Empire is still not going above -100 on relationship, even using the dev menu :(
Xubisca Jul 12 @ 1:45pm 
never realized how stupid research cost was
ferny  [author] Jul 12 @ 12:43pm 
@skimaskalx Yeah I just double checked. Not sure what you mean.
ferny  [author] Jul 12 @ 12:36pm 
@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 Jul 12 @ 12:31pm 
buggy, doesn’t give you basic gravtech research when you inspect a gravengine
ferny  [author] Jul 12 @ 11:49am 
v2 - fixed empire hostility, ensured tech levels of projects are set
ferny  [author] Jul 12 @ 11:43am 
@Inert You're right. Will fix gimmie two seconds.
Inert Jul 12 @ 11:23am 
This mod makes you permanently hostile to the empire. Ferny_GravshipSpacers wasn't added to the <permanentEnemyToEveryoneExcept> def in Royalty.
Mac Jul 12 @ 10:11am 
Neronix' Tweaks Galore also has an option for that.
ferny  [author] Jul 12 @ 10:09am 
@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 Jul 12 @ 6:31am 
how would one progress to the spacer era if you don't use Progression: Core?