RimWorld

RimWorld

3,198 ratings
Tech Advancing
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.799 MB
31 Jul, 2016 @ 2:14pm
10 Aug @ 7:11pm
84 Change Notes ( view )

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Tech Advancing

Description
This mod advances the Tech-level of the colony once certain conditions are met. Even including rules that can be customized.
Also allows you to:

• Scale the cost of all techs
• Scale the cost of techs that are above your techlevel
• Apply a discount for techs that are below your techlevel

All those features are customizable too!

When does the Techlevel get improved?

Once one of the two Conditions(either A or B) is fulfilled:
Condition A: If you researched all projects of techlevel X and below , then the techlevel rises to X+1
Condition B: If you researched more than 50% of the projects with the techlevel Y, then the techlevel rises to Y


How to install:

Subscribe to this mod.
Rimworld should now download the mod.
Go to the Mods menu, and enable Tech-Advancing.

You can configure the whole mod by accessing the configuration-menu. You can open the menu by clicking on the config button below the research-progress-bar. Alternatively you can access it through the mod-options menu.

If you have any questions, please read the full FaQ on the forum post linked below. (You can find a small FaQ at the bottom of this description)

Version history (changelog), alternative downloads, license, and other things are located in the forum post liked below.

FaQ (the most important questions):

Q: Is this mod compatible with existing saves?
A: Yes it is.

Q: How can I contact you?
A: You can either look for GHXX#9078 on discord, or leave a comment here. Alternatively you could send me a PM on the ludeon forums.

Q: Does this mod work with X and Y?
A: Try it and let me know if it doesn't. I simply cannot try every mod combination, but as far as I know there shouldn't be any incompatibilities.

-------------------------------------------------

Link to the forum-post:
https://ludeon.com/forums/index.php?topic=22598

Link to the Tech Advancing Discord server:
https://discord.gg/NpVQ6xN

Spacial thanks to Andreas Pardeike aka Brrainz for the "Harmony" library http://github.com/pardeike/Harmony

Thanks to the following users for making one or more translations for this mod:
CANALETA : Spanish (both)
Amanore : French
farevell : Chinese simplified
duduluu, BOX : Chinese (traditional and former simplified version)
MMAciek : Polish
Blackraven6 : Russian
Popular Discussions View All (7)
300
24 Feb @ 1:06pm
Feature Requests / Bug Reports
GHXX
2
22 Jul @ 6:51am
i need some help
djjft2708
9
30 Jun, 2022 @ 9:35pm
More info?
BlackCorsair
1,510 Comments
haeZen 23 Aug @ 5:54am 
@Green Slime - Are you using VFE storyteller Maynard Medieval, by chance? That storyteller increases research costs based on how many techs you've researched.
GHXX  [author] 17 Aug @ 11:05am 
the mod should not increase research cost with default settings
Green Slime 17 Aug @ 10:23am 
is there no setting to disable "increase research cost when there's X amount of research completed"?
Green Slime 17 Aug @ 10:15am 
works fine on new save, restart game, research cost increases again "due to the amount of completed research" even though that setting is supposed to be disabled unless I'm just not understanding how this mod works.
Green Slime 13 Aug @ 11:11am 
no issue when just this mod is enabled, and with VE and the DLCs. no issue with DMS added as well or Rim Effect. kinda confused as to what caused it. i managed to fix it somehow with the full modlist enabled this time, but had to change a few stuff on the mod option and restart game.
GHXX  [author] 13 Aug @ 9:09am 
could you please try to see if you can reproduce the issue without (some of) those mods? I did push an update on the 11th but that should only ever make stuff cheaper and not be relevant for most people as the changed code is locked behind an opt-in setting.
Green Slime 13 Aug @ 9:06am 
It was working properly before with just Option B enabled. Then it was starting to increase the research cost even after researching just one tech where it says something about too many research unlocked. I do have DMS, VOID Faction, VE, and a few qol mods like Dubs Hygiene and RT Mod which adds more tech to the research tab. It only started happening after I added VOID Faction and Combat Extended (Dev). Even with the setting that increases research cost by a certain percent disabled, it still increased the research cost and the tech level I was in was just industrial. Might be the number of research tech that got added from a bunch of mods I guess? that caused the formula and logic to just break... Not sure.
GHXX  [author] 13 Aug @ 8:48am 
i am pretty sure there cannot be any case where research cost increases due to you researching something. Are you running the default settings or did you change anything in techadvancing#s config? And are you able to reproduce this with just techadvancing (and preferably no DLCs)?
Green Slime 13 Aug @ 5:34am 
There might be a bug on this mod somehow, but research costs get expensive somehow even when your tech is equal to the tech you're researching.

What I mean by that is research on the industrial tree got expensive after researching tech from the industrial tree. I don't really get why that happens. It's not supposed to do that until I have other tech levels unlocked, right?

So I've been just lowering the research cost by a bit because of this kind of bug.
GHXX  [author] 10 Aug @ 8:28pm 
Ah, thats vanilla behaviour, hence why its not disabled. If you simply want each t ech to be their basecost you could set your techlevel to the maximum by just entering a large value, such as 10, for rule A and then again turning off the cost changes for every tab. That shouuuld then give you the desired effect.