RimWorld

RimWorld

TechBlock
248 Comments
SOGGY DOGGY 9 Jul @ 7:20pm 
In the mod settings, the bottom slider cannot be dragged and it is tied to the top one. I'm not sure if it's what you meant, but the understanding progress is still force capped at 100% with the ingame menu and it will be set back to 100% max if you open and close the settings page. If you could remove the upper limit, that'd be ideal
The Bard of Hearts 7 Jul @ 8:54pm 
Thanks for the fix and the update. Much appreciated
fridgeBaron  [author] 7 Jul @ 11:08am 
updated to 1.6
also added a *fix* for when you research understanding it kind of goes twice as fast if you have it set to grant insights. Basically since finishing techs lowers the number of points required to finish the blocker techs it sometimes went super fast. Obviously you can just turn off the fix or tweak it to whatever you want, its just a thing I thought felt off in my last playthrough. This also applies to 1.5

@WOFUR hopefully that will let you do what you want and I figured while I was fixing stuff I added a field to the slider which you should be able to just override.
fridgeBaron  [author] 24 Jun @ 6:45pm 
assuming 1.6 drops in ~15 days hopefully before then, if it drops earlier I'll rush to get it out sooner.
Grumpy Old Man 21 Jun @ 1:07pm 
any news for the 1.6 patch?
SOGGY DOGGY 1 Jun @ 2:56am 
I'm trying to turn this into a mod that allows me to separate research by tech eras with projects that I set the cost of - this would be done through making the "understanding" project give 9999% progress to random other techs in the tier. The problem is that when I set this value in the mod options (text file, the slider is capped) the project very quickly completes itself before finishing all the others, rendering it unusable. I want to set the "understanding" project to a static cost that is not affected by others, keeping it as a fast-track unlock to all technologies in a certain tech tier.
Daddy_stolas 31 May @ 10:29am 
Correction its "research tree" i got the names muddled
Daddy_stolas 31 May @ 8:38am 
I am unsure if this is part of the mod but I start with new tribe blank yet the second i start and open my Research tab (i use Tech tree due to the mods i use) and i can start researching Electisity and other Industrial teir Research without needing to Research the theroy techs.
fridgeBaron  [author] 16 Apr @ 8:13pm 
found the bug, must have been during this last update that they changed how something worked or when I swapped to the new add research function.

Either way also changed it up to hopefully be a bit more performant if it matters but now every 25 points of progress on a blocker tech it should add 25 * the random progress setting (default 60%) to a random tech on the same tech level as that blocker.

Also had a look at the blank starts and they seem to work fine for me? Are people going into the player faction in the scenario editor and setting it to new tribe/new arrivals and removing any forced techs?
random_ranga 4 Apr @ 5:41am 
I had to split this into several comments, hope the wall text isnt too much xD

@fridgeBaron I cant exactly recall how you had this set up before, but if I recall correctly it was intended to give you "x%" of progress to a random tech when you finish either a Theory or Understanding research task. The Insights are currently being added in the GameComponentsUpdate loop, so I think each tick is adding an insight to a random research, this might be where your issue lays. Good hunting, the only good bug is a dead bug.
Great to hear your making your own game as well! Fantastic to hear modders going to developers.
random_ranga 4 Apr @ 5:41am 
For those with the "Sudden Advancement" Bug where as you research either Theory or Understanding of an Era you'll suddenly finish a whole bunch of other research along the way..

This is a bug relating to "Random Insights", intended to give you research points to a random research of the same Era when completing a tech. This seems to have been multiplied by a large value, likely unintentionally, you can resolve it by turning the feature off. Ive found that the 1% option does work balanced enough for my tastes.

If you are like me and had a slider per era for how much research was needed for each advancement, youll need to toggle that off to see the slider setting, as there is no scroll bar to go further down to see the "Research Insights" slider.

Happy trails, hope this helps some.
TumbleElf 22 Mar @ 10:57pm 
this mod has a lot of issues right now, even after using the Fix in the discussions. i recommend this for anybody else having issues https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=735268789
The Bard of Hearts 19 Mar @ 5:26pm 
I'm having some issue where I have "Industrial Understanding" supposedly requiring 126,000 research (sounds about right, I have a good number of mods that add techs). So I go to start researching it and i have it completed in half a day... Then suddenly I know all the research of the modern era or close to it.

It doesn't have a problem with researching normal things, but if I research any of the "Understanding"s first... I can basically skip entire eras and learn everything all at once. I can sit and watch the research bar fill up super fast whenever researching one of these. And getting almost everything for free is definitely not the intention.

Anything anyone knows about this or how to fix it?
SOGGY DOGGY 20 Sep, 2024 @ 6:05pm 
I tried editing the percentage in the config myself, and it works quite well. Due to the high number it didn't quite get all projects in the tech level but it got like 95% of it.
SOGGY DOGGY 20 Sep, 2024 @ 5:25pm 
Could you make it possible to scale the understanding percentage given to other projects over 100%? I have lots of mods, but I want fully researching understanding to complete all projects in that tech level. Preferably all at once when I complete it, but scaling the value beyond 100% is probably the easiest implementation.
fridgeBaron  [author] 12 Sep, 2024 @ 6:08pm 
Haven't forgotten about the mod just bee really busy with a game I'm working on. You could have a look at the settings to see if something is off. I believe I updated some stuff in the mod settings page and am wondering if maybe I missed an edge case or messed something up for people with existing settings. Even if I didn't each tier has its own settings so you can tweak it to be as you like it.

Not a promise but should have some time after steam next fest ends (oct 21st) to work on it and my other mods.
Nin-Sama 12 Sep, 2024 @ 3:32am 
It's also bugged for me. I start out with Industrial Theory unlocked right from the start.
Head of Sexcurity 30 Aug, 2024 @ 7:48pm 
I'm having a bug, I think.
For me progression is being extraordinary fast, for an example my lvl 11 researcher can research industrial understanding under 1-3 days.
Was playing with this mod in 1.3 and 1.4 and had no issues whatsoever, but now something's off.
I'd appreciate any help regarding this issue!
Rapturous 4 Aug, 2024 @ 11:03pm 
I had same issue as user "#6"
Lurmey 21 Jul, 2024 @ 11:09am 
@Crasher105 I managed to find a way to fix it! Check discussions - I posted what I did in there. (may take a bit to appear for others...)
Crasher105 17 Jul, 2024 @ 3:13am 
Same issue as Lurmey. Even resetting all research using dev mode doesn't work because as soon as I start researching something they get comptleted again.
Lurmey 14 Jul, 2024 @ 9:24am 
My new saves are automatically starting with Neolithic theory through to industrial theory automatically completed, even when I start as a New Arrivals Blank...
Unantastbär™ 8 Jul, 2024 @ 11:17am 
any chance to let the AI evolve with this tech level - Especially Shattered Empire? i read something about the Faction Evolution Mod, but dont know how to integrate this..
#6 17 Jun, 2024 @ 2:10am 
@Futstub: This mod works by adding new research projects that act as a gate to the rest of the projects from that tech level. So there is a project at the beginning of each tech level that you have to complete before you can go from say medieval to industrial.
Futstub 30 May, 2024 @ 10:57pm 
Man, I was looking for a mod like this for quite a while and now I just randomly found it while looking for something else... :D

Quick question though: this should work with VE Tribals tech advancing, right?

Or is "tech advancing" from VE the same as as raising the "tech level" from this mod and there will be a conflict? I ask because I wanna do a medieval run...
Play4FunOnline 27 May, 2024 @ 6:28am 
I've already exposed this issue to the developer of Research Reinvented: Stepping Stones, but I'm also going to talk about it here:

When using both RR:SS and Techblock, there is a incompability regarding two researches specifically (so far): "Animal Understanding" (Techblock) and "Lateral Thinking" (RR:SS)

The issue is that both of these researches require one another to progress, so when you start with no research from VFE: Tribals, it doesn't crash right away, however it crashes if you devmode one of these researches, or start with any Core game scenario.
This wasn't a problem on 1.4 (atleast when I last played around 6 months ago?)

(Hugslib can't generate log regarding this issue, but this is everything I've managed to connect. Appreciate if you give a response, good or bad)
Danny 17 May, 2024 @ 5:11pm 
My understanding and theory seems to be carrying over from one run to another I believe.

e.g. : Start Wild Men scenario from VFE Tribals, end run due to gg (Everything works fine at this point.) Start a new Wild Men scenario and my theory and understanding are at the same levels I had in previous scenario leaving me unable to choose new cornerstones.
#6 11 May, 2024 @ 10:22pm 
I've had an odd crashing issue with this mod since 1.5 came out. When I finish going through the new game process (choosing difficulty, scenario, world spot, ideo, pawns) as soon as I'm generating the map and loading in it crashes immediately after the generating map phase. I've also tried on an existing save and when loading the save it locks the game on a grey screen after loading. I'm guessing I'm the only one here but thought I'd mention it in case it becomes relevant.
Daviana 22 Apr, 2024 @ 3:31pm 
for some reason, new arrivals blank still sets the tech level as industrial... it used to set as neolithic, is this intended change?
fridgeBaron  [author] 18 Apr, 2024 @ 9:59am 
@Rakros thanks, fixed those issues.
Rakros 13 Apr, 2024 @ 4:08am 
The Neolithic Theory research has a cost of 10000 points.
You have a spelling mistake in your source code.
In the static constructor of TechBlocker you get references to all defs
the medTheory is aissgned twice, but not the neoTheory (Why not use DefOf, but well)

Also a misspelling in the settings window you are indicating medieval base cost twice, but the first one is actual neolithic base cost
fridgeBaron  [author] 25 Mar, 2024 @ 1:55pm 
updated to 1.5 and added support for animal tech level in 1.5
prince.mandor 15 Jan, 2024 @ 8:18am 
Thank you for great mod, it improves my gameplay dramatically!

But there are some problem. In this game there are Animal level of technologies exists. It doesn't used by game itself, but it is exists. So, if some mod adds Animal level technologies, they mysteriously became instantly researched by your mod. For example, this happens with new VFE : Tribals.
Is it possible to work with Animal technologies same way as with all others techlevels if there are at least one animal technology created by mods?
Danhasbigpener 31 Dec, 2023 @ 6:48pm 
Im stuck on the medieval level because im not able to research industrial theory. it says its locked but there are no prerequisites for me to research leaving me locked and unable to advance onto the next level of tech
Zarigan 13 Nov, 2023 @ 3:16am 
Hi, Could you add the Neolitic Tech Level Theory ? To be compatible with the new VFE : Tribals wich let you begin at animal tech level. With your mod and VFE tribals activated, if you load the game after start, you unlock immediatly the neolitic tech level.
Thx a lot if you take the time to patch it !
Tory 31 Oct, 2023 @ 9:51am 
I tested this mod with the soon to be released VFE: Tribals and got slight compatibility issues. Tribals introduces the Animal tech level before Neolithic, this mod prevents the player from having Animal level tech upon game start. Which would otherwise be fine but the mod also introduces a new mechanic called "Cornerstones" that gives your colony a slight bonus every time you advance a tech level. Using this mod means you miss out on the Animal-->Neolithic cornerstone.

I let the VE team know and they are fine with how their mod interacts with yours currently but if you wanted to add compatibility for animal level tech that would be awesome. I would just add a Neolithic Theory tech at the cost one 1 after their "Culture" tech. Or just merge the same functionality into the "Culture" tech.
Terry the mushroom 16 Oct, 2023 @ 12:17pm 
holy crap this is way better idea than a percentage u must reach to level up tech. Genius :O
Earl Sneakington 13 Jan, 2023 @ 1:42pm 
So I got a weird bug that doesn't repeat consistently and appears to be connected to whatever save I was on before the one I load. When loading a save game sometimes it seems to auto complete all the Theory and understanding research up to the industrial era. Despite me having not done it.
fridgeBaron  [author] 24 Nov, 2022 @ 11:29am 
As far as I know it doesn't work with multiplayer, adding mid game should be fine as I think it will auto complete the techs you are already past. You might have to finish a research for it to update however.
Muad'dib 15 Nov, 2022 @ 8:23am 
Also what happens if adding it mid-game? Will it retroactively level up the progress or no?
Muad'dib 15 Nov, 2022 @ 8:22am 
How well does this work with mods that add stuff like Vanilla Expanded?
Additionally does anyone know if this will cause issues with Multiplayer cause I'd like to add it to my game with my wife.
fridgeBaron  [author] 10 Nov, 2022 @ 12:22pm 
@team_on the source code is included in the mod. dont have much free time with the energy to work on mods.
team_on 10 Nov, 2022 @ 5:37am 
So what about Android Tiers bug? Can you fix that, or open-source code, so I can fix it myself?
lol 9 Nov, 2022 @ 4:29am 
Couple thoughts regarding research.

- Research Reinvented is fantastic, since it allows to reverse engineer weapons of higher-tiers to speed up the research.
- Ignorance Is Bliss forbids higher-tiered enemies from raiding, until your colony reaches a required tech level. So tribals don't acquire bolt-action rifle on the third day.
- Arcane Technology forbids equipping unresearched weapons (Combat Extended is partly compatible).
- Can't Repair That forbids repairing unresearched buildings.
- Research Reinvented: Stepping Stones adds a number of primitive technologies, making a fulll research tree. It also adds a research spot, that allows for very simple tribal research projects.
Spain sucks 1 Nov, 2022 @ 10:44pm 
My ideal scenario concerning research would be

1. Gather data (multiple ways to begin the specific preresearch project process - Research Reinvented

2. Tier Progression (no going from building chairs to airships) - Techblock

3. Schematics - Basically what I outlined above. A failsafe for individualized colonist research progress, or as another prerequisite to completing the actual research project. Still a search in progress

4. Finalize Research by building an information empire and selling the blueprints of all you've learned- Technology Blueprints
Spain sucks 1 Nov, 2022 @ 10:44pm 
If you're planning on adding individual tech research for each colonist take a look at the mod human resources. Its old and outdated but maybe itll serve as inspiration
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2119687603&searchtext=researchtree

If i could add a request for features it would be to add another, perhaps optional step to research once you've gained the knowledge, but before you can actually begin the research project and that is to draw up schematics for it - that way you can unlock further upgrades, namely those that serve as prerequisites for other technologies. Would fit nicely with individualized research I think. Maybe a failsafe in case your researcher dies - so you dont start all the way from zero progress and are able to continue some progress.
fridgeBaron  [author] 20 Oct, 2022 @ 9:22pm 
@Spürgelwürg I wrote it almost 3 years ago at this point so not really sure. I'd have to do some testing, I feel like it was something to do with multiple settlements but I could also be wrong.
Spürgelwürg 20 Oct, 2022 @ 2:16pm 
Is that supposed to be, that the "if (playerFaction.techLevel > newTechLevel)" in the TechBLocker.cs file is outside the "if (Find.CurrentMap.IsPlayerHome)" condition?

I swapped that around a little bit and found it worked how I imagined it.
fridgeBaron  [author] 19 Oct, 2022 @ 12:03pm 
Updated to 1.4.

Had a bug that happened once and I couldn't reproduce it, so either its still hiding somewhere or somehow fixed it accidentally. Just lemme know and I'll try and squash it again.
Wednesday 13 Oct, 2022 @ 12:54pm 
One of my favorite mods, I'm waiting patiently for a 1.4 update :)