Tech Advancing
Description:This mod advances the Techlevel of your Colony. Once certain conditions (mentioned below) are fulfilled, your Techlevel gets improved.
Some more InfoWhen does the Techlevel get improved?
Once one of the two Conditions(either A or B) is fulfilled:
Condition A:
if the player researched all projects of techlevel X and below , then the techlevel rises to X+1
----------------------------------------------------------------------------------------------------------------------
Condition B:
If the player researched more than 50% of the projects with the techlevel Y, then the techlevel rises to Y
Since A17 there is also the option to require a non-tribal pawn to advance beyond the 'Medieval' techlevel, but it is disabled by default and
has to be enabled manually if you would like to have that extra challenge. :)
What techlevel equals what number?
Undefined = 0,
Animal = 1,
Neolithic = 2,
Medieval = 3,
Industrial = 4,
Spacer = 5,
Ultra = 6,
Archotech = 7
AuthorGHXX
How to change the Tech-Advancing-Rules:(A14)
1. Go to the "mod options" menu
2. Select the "Tech Advancing" - Tab.
3. Edit the Rules.
(A15 and early A16)
1. Click the Tech Advancing Cfg Tab.
2. Edit the Rules.
(late A16 and newer)
1. Click the research button.
2. Click the Techadvancing config - button below the progress bar.
Special Thanks to:Thanks to Andreas Pardeike aka Brrainz who made "Harmony", which is used by this mod: http://github.com/pardeike/Harmony
Thanks to 1000101 for the detour code that CCL used.
Thanks to CANALETA for the spanish (latin) translation.
Thanks to Amanore for the french translation.
Thanks to farevell for the chinese simplified translation.
Thanks to duduluu and BOX for the traditional chinese and the original chinese simplified translation.
Thanks to MMAciek for the polish translation.
Thanks to Blackraven6 for the russian translation.
Download (by Downloading you agree to the Terms and Conditions below):->Download 1.0-1.5 (latest) Here<- (https://www.dropbox.com/sh/hti7umyiwkj7ut7/AADVhCKiRmL9u7RiDioO49qva?dl=1)This Mod is also available on Steam (the latest stable version as some people yelled at me last time for updating it to the pre-release):->Click me<- (http://steamcommunity.com/sharedfiles/filedetails/?id=735268789&tscn=1470116132)Old versions are available in the 'releases' section on github: ->Click me<- (https://github.com/RimWorldMod/Tech-Advancing/releases) (A17+)
For even older versions (A14-A16 contact me)How to install:-(ONLY REQUIRED FOR THE A14 Version) Make sure you have CCL (Community Core Library) installed!
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- The file Structure should look like this:
/-----About
RimWorld/Mods/TechAdvancing-|-----Assemblies
\-----Defs (the Defs folder might not be present)
For Steam:
Rimworld should now download the mod.
Go to the Mods menu, and then enable Tech-Advancing.
TERMS AND CONDITIONS:This mod is released under the license "GNU General Public License v3"
https://www.gnu.org/licenses/gpl-3.0.en.html
Changelog:Update 23.04.24 : (Version 1.9.11) Suppressed some errors.
Update 20.03.24 : (Version 1.9.10) Updated to 1.5.
Update 19.01.23 : (Version 1.9.9) Fixed a small bug regarding improperly registered research projects; updated simplified Chinese translation.
Update 16.10.22 : (Version 1.9.8) Updated to 1.4.
Update 30.09.21 : (Version 1.9.7.2) Fixed issue where Rule A would return techlevel 0 when all unignored projects were researched.
Update 19.09.21 : (Version 1.9.7.1) Updated french and russian translations.
Update 11.09.21 : (Version 1.9.7) Added the ability to set default values.
Update 15.07.21 : (Version 1.9.6.5) Updated to 1.3.
Update 19.03.21 : (Version 1.9.6.4) Added setting to ignore researches that require techprints.
Update 05.09.20 : (Version 1.9.6.3) Fixed russian translation again.
Update 05.09.20 : (Version 1.9.6.2) Fixed russian translation.
Update 04.09.20 : (Version 1.9.6.1) Added russian translation.
Update 10.08.20 : (Version 1.9.6) Updated to 1.2. Optimized Multiversion-build-process.
Update 22.07.20 : (Version 1.9.5.1) Added a scrollbar to the research project info tab. Updated translations.
Update 22.07.20 : (Version 1.9.5) Added setting to ignore researches that are not located on the main research tab, added a new settings tab which shows the research projects left to complete for each techlevel.
Update 12.07.20 : (Version 1.9.4) Fixed techlevel autodetecting not working properly. Also contains some more smaller fixes and updated translations.
Update 09.07.20 : (Version 1.9.3) Added a discount setting for techs that are below your techlevel.
Update 21.03.20 : (Version 1.9.2.1) Fixed a bug where TechAdvancing would lift the medieval penalty (if enabled) when a slave enters the map.
Update 18.03.20 : (Version 1.9.2) Re-Added multi versioning.
Update 10.03.20 : (Version 1.9.1.1) Fixed an issue with the new save system which threw errors.
Update 01.03.20 : (Version 1.9.1) Removed multi versioning due to several issues. Overhauled the save system.
Update 20.02.20 : (Version 1.9) Updated to 1.1 via multi versioning.
Update 16.02.20 : (Version 1.8.15) Added a slider to allow scaling the cost of all researches and made the setting of the last update configurable.
Update 14.02.20 : (Version 1.8.14) Added a setting for making techlevels that are more advanced than your techlevel much more expensive.
Update 08.02.20 : (Version 1.8.13) Fixed an issue with SSRSU, and cleaned up some code
Update 07.02.20 : (Version 1.8.12.3) Cleaned up some code
Update 23.01.20 : (Version 1.8.12.2) Rolled back the blocking research feature as it was causing issues with multiple mods because of different issues on their side.
Update 20.01.20 : (Version 1.8.12.1) Hotfix for breaking ResearchPal's search feature and updated french translation translation
Update 19.01.20 : (Version 1.8.12) Overhauled save system, and added locking projects that are more advanced than your techlevel.
Update 17.10.19 : (Version 1.8.11) Fixed a minor config-save issue, fixed Spacer+ techs being made cheaper by accident)
Update 10.07.19 : (Version 1.8.10) Added Multiplayer support.
Update 12.04.19 : (Version 1.8.9) Switched to new About supported version notation, added French translation
Update 02.01.19 : (Version 1.8.8) Added config option to restore old research penalty calculation (A18 and earlier)
Update 11.11.18 : Minor save-fix, Updated preview image.
Update 02.10.18 : (Version 1.8.7) Updated to 1.0.
Update 28.08.18 : (Version 1.8.6) Updated to A19.
Update 19.06.18 : (Version 1.8.5) Updated to the prerelease of Rimworld 1.0 (which then turned into A19).
Update 29.01.18 : (Version 1.8.4) Added polish translation. Increased config menu size in order to prevent text from being cut off at the bottom.
Update 01.01.18 : (Version 1.8.3) Fixed two bugs (moderate).
Update 02.12.17 : (Version 1.8.2) Added a slider for configuring the percentage of the second rule (rule B).
Update 19.11.17 : (Version 1.8.1) Updated to A18-pre.
Update 15.11.17 : (Version 1.8.0) Rewrote most of the code in the mod. Renamed the mod to 'Tech Advancing'
Update 01.08.17 : (Version 1.7.5) Mod developers can now add a tag to make my mod ignore the tagged researches
(for more info check the dev section)
Update 28.06.17 : (Version 1.7.4) Fixed a translation mistake.
Update 18.06.17 : (Version 1.7.3) Added an optional rule which requires your colony/tribe to have at least one non-tribal person to advance beyond
the technology level 'Medieval'. NOTE: It is disabled by default and you don't have to enable it!
Update 16.06.17 : (Version 1.7.2) Added a way to open the config-screen using the 'Mod-Options'-menu that is located in the ingame-menu.
Update 11.06.17 : (Version 1.7.1) Added traditional- and simplified-chinese language files.
Update 03.05.17 : (Version 1.7) Fixed a tiny bug and updated to A17.
Update 14.04.17 : (Version 1.6.1) Fixed an issue which caused the first techlevel to be messed up.
Update 14.04.17 : (Version 1.6) Removed that annoying Tab on the bottom and moved it into the research screen.
Update 04.04.17 : (Version 1.5.2) Fixed a bug that made the Config-Edit message show when it shouldnt.
Update 04.04.17 : (Version 1.5.1) Fixed a bug that made the Base-Techlevel selection useless. And a list of all techlevels was added.
Update 21.02.17 : (Version 1.5) Added Keyed language support. English and German are included already. Chinese will follow soon!
Update 27.01.17 : (Version 1.4.1) Re-Updated to A16 from the old A15 source code & added the ability to choose the base-techlevel (default is "autodetect", which uses the techlevel thats written into the save file)
Update 20.12.16 : (Version 1.4) Updated to A16.
Update 16.09.16 : (Version 1.3) Re-added the good old customisation features.
Update 12.09.16 : (Version 1.2.5) Partially Updated to A15 (customisation is missing).
Update 16.08.16 : (Version 1.2) Added a helpful notification that gets shown when the technology level changes.
Update 16.08.16 : (Version 1.1) Added the ability to change how the mod changes you techlevel ingame, using the "Mod Options" button.
Update 04.08.16 : Fixed a Bug that prevented the techlevel from being increased when a project-techlevel was set to "Undefined"
For Mod developers:The source code is available on Github: https://github.com/RimWorldMod/Tech-Advancing/tree/master
You can make my mod skip your researches by adding a special tag to the tag list. Example:
<ResearchProjectDef>
<defName>Firefoam</defName>
<label>firefoam</label>
<description>[...]</description>
<baseCost>800</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>MicroelectronicsBasics</li>
</prerequisites>
<tags>
<li>ta-ignore</li>
</tags>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<researchViewX>7</researchViewX>
<researchViewY>4</researchViewY>
</ResearchProjectDef>
Frequently Asked Questions (FAQ):Q: Can I add it mid game?
A: Yes, it should check your Technology level every time you finish a research project and every time you load the save.
Q: How can I contact you?
A: You can either join the Rimworld Discord server, to send me a dm on Discord, or you could leave a Reply here.
Q: Why is it not working?
A: Read the install instructions. If it still doesn't work, contact me.
Q: Does the Technology level stay when I un-install the mod?
A: No, if the mod is not installed then Rimworld gets to decide what your technology level is. It will be Neolithic if you are a tribe or Industrial if you aren't.
Q: Does this mod work with mod X and Modpack Y , etc. ?
A: Just try it. You will see if it does work or not. If it does not, let me know.
Q: How do I install the mod?
A: Read the install instructions.
Q: I researched everything and your mod isn't doing anything. Why?
A: I need some more information on this: there are two cases:
case A: You did not install and enable Tech Advancing properly. Make sure it is enabled in the mod list!
case B: Another mod detoured "ResearchManager.ReapplyAllMods()" after Tech Advancing did it, which indicates a mod-conflict.
Q: My Game crashed. What do I do?
A: Make sure you installed it properly. If it still doesn't work, copy the error and contact me.
Q: Can i make a translation for you?
A: Yes, that would be awesome. Write a comment here, on steam, message me on Discord or open a pull-request on github.
(Reserved)
Hey I'm KapTaiN_KaVerN and I'm approving the use of this mod :p
(http://memesvault.com/wp-content/uploads/Chuck-Norris-Approves-Meme-12.jpg)
I was quite shocked when I discovered this was not the vanilla behavior.
I'm sure this will be in the game by default eventually but wow. Good work for getting it to us early!
EDIT:
Would it be difficult to have a version where you only advance via researching 50% of a tech level? I would like for it to be a little more challenging.
Quote from: Pokk720 on July 31, 2016, 10:22:55 PM
I'm sure this will be in the game by default eventually but wow. Good work for getting it to us early!
EDIT:
Would it be difficult to have a version where you only advance via researching 50% of a tech level? I would like for it to be a little more challenging.
It would not be difficult. But i would like to keep it one mod. maybe i can come up with a config or something. we will see.
Cool. It's not a big deal. I like the way it works already.
i like this mod but i found a conflict not sure which mod. (40+)
edit: okay now my mod goes to medieval and then industrial. i think it works. not sure why it didnt in the beginning but now it does im gonna test it more. does it work only in to industrial? and it doesnt go transcendent and spacer?
Quote from: tehchanman on August 01, 2016, 05:35:53 AM
i like this mod but i found a conflict not sure which mod. (40+)
edit: okay now my mod goes to medieval and then industrial. i think it works. not sure why it didnt in the beginning but now it does im gonna test it more. does it work only in to industrial? and it doesnt go transcendent and spacer?
My mod needs to replace a vanilla method.If two mods do that, then the last mod wins. That means if my mod loads after the other mod that replaces the exact same vanilla method , then my mod wins and works. if the other mod loads after mine then it wins and works.
This seems like a much more natural way and engaging way of doing it compared to somehow staying at neolithic techlevel the whole game even when you are researching bionics and spaceships and stuff...
That said - this fix also sort of requires research-costs across the board doesn't it? otherwise, doesn't research of late-game tech just become far easier than intended?
And one more thing - how does this mod work together with other mods that add research options? Do they count in the calculation or does it only count vanilla research options?
-Stigma
Quote from: stigma on August 01, 2016, 09:40:31 PM
This seems like a much more natural way and engaging way of doing it compared to somehow staying at neolithic techlevel the whole game even when you are researching bionics and spaceships and stuff...
That said - this fix also sort of requires research-costs across the board doesn't it? otherwise, doesn't research of late-game tech just become far easier than intended?
And one more thing - how does this mod work together with other mods that add research options? Do they count in the calculation or does it only count vanilla research options?
-Stigma
I wanna say they(mods) dont bother them. I can get to medieval, by researching all of medieval [vanilla] (researching all of neolithic did not get me there)to shorten the time for industrial, and i did all my medieval and am not at industrial. so i'm just doing all of industrial hoping to get to industrial. but i wanna be enlightened too.
Quote from: stigma on August 01, 2016, 09:40:31 PM
This seems like a much more natural way and engaging way of doing it compared to somehow staying at neolithic techlevel the whole game even when you are researching bionics and spaceships and stuff...
That said - this fix also sort of requires research-costs across the board doesn't it? otherwise, doesn't research of late-game tech just become far easier than intended?
And one more thing - how does this mod work together with other mods that add research options? Do they count in the calculation or does it only count vanilla research options?
-Stigma
I am 90% certain that it should work with all mods, because it just counts the research projects for each techlevel, does some quick calculations and then sets the techlevel of the colony, which affects ALL researches.
About the super easy late game research, yes it makes it somewhat easier, but only if you got most of the other researches done. For example you can NOT rush spacer technology because you require the multi analyzer. And researching more than the first half of projects still costs a ton of Research points.
Additionally, if you got the Spacer technology level for example, and you research medieval stuff, then research cost is still 100%. it cant go below that.
Quote from: tehchanman on August 01, 2016, 09:45:49 PM
Quote from: stigma on August 01, 2016, 09:40:31 PM
This seems like a much more natural way and engaging way of doing it compared to somehow staying at neolithic techlevel the whole game even when you are researching bionics and spaceships and stuff...
That said - this fix also sort of requires research-costs across the board doesn't it? otherwise, doesn't research of late-game tech just become far easier than intended?
And one more thing - how does this mod work together with other mods that add research options? Do they count in the calculation or does it only count vanilla research options?
-Stigma
I wanna say they(mods) dont bother them. I can get to medieval, by researching all of medieval [vanilla] (researching all of neolithic did not get me there)to shorten the time for industrial, and i did all my medieval and am not at industrial. so i'm just doing all of industrial hoping to get to industrial. but i wanna be enlightened too.
I have tested the rules mentioned in the first post multiple times before the release, so it should work. I also tried adding my mod to an existing world where i also played with glitter tech and other mods that add research, and that worked too. i think it set me to industrial.
Make sure you research all Neolithic and Medieval projects if you want the industrial tech level.
For troubleshooting, i refer to the FaQ
Hey, just wanted to report a "bug" - or rather a compatibility/stability issue.
I've found out that your mod wasn't compatible with the steam workshop version of colony manager mod (https://ludeon.com/forums/index.php?topic=16888.0), even when loaded last. It seems it's related to one of the research added by this mod, which has no tech level, which seems to confuse your mod (in game, tech level never change). If I fix the relevant research by setting a tech level in the xml file of the colony manager mod, your mod suddenly works fine.
So, even if the bug is more on the side of the colony manager mod, just wanted to warn you that this kind of thing can shut down your mod, in case you wanted to do something about it.
Quote from: Stoh on August 03, 2016, 10:38:43 AM
Hey, just wanted to report a "bug" - or rather a compatibility/stability issue.
I've found out that your mod wasn't compatible with the steam workshop version of colony manager mod (https://ludeon.com/forums/index.php?topic=16888.0), even when loaded last. It seems it's related to one of the research added by this mod, which has no tech level, which seems to confuse your mod (in game, tech level never change). If I fix the relevant research by setting a tech level in the xml file of the colony manager mod, your mod suddenly works fine.
So, even if the bug is more on the side of the colony manager mod, just wanted to warn you that this kind of thing can shut down your mod, in case you wanted to do something about it.
Thanks for the bugreport, and i fixed it. Have fun playing!
That was quick ! Thanks :)
Does it works with other research from mods?
Short Answer :Yes.
As long as the research from the mod is categorized in the vanilla categories (neolithic, industrial, ..) it is recognized.
Quote from: JesusKreist on August 04, 2016, 04:16:23 PM
Short Answer :Yes.
As long as the research from the mod is categorized in the vanilla categories (neolithic, industrial, ..) it is recognized.
A correction on that:
It works on every mods research, because it checks all researches that are registered. If a research wasnt registered then it just would be ignored.
This is just to notify people which are reading the last few posts that there is an UPDATE available
nice addition. Thx
Another UPDATE is out! Now with notifications when your tech level increases ;)
Very Well Done!
Any plans on updating this to A15? Is there any way to accomplish the same effect as this mod without CCL?
I am planning to update this mod, as soon as ccl is updated. I would have to look into making it work without ccl. Its going to be with ccl for now.
Thanks for the quick response! Honestly, I'm surprised a feature like this isn't already in the game.
The A15 version is out! It misses some customization features which will be added later. Have fun playing!
Yay!
Remember that the last version didn't include customisation? Well, you don't have to worry about this any more. Go get the latest version, and enjoy playing!
woohoooo thx a lot ! :3
Can this mod also be found in the steam workshop?
EDIT: Nevermind, I found it. Not easy to find with all those mods out there :-P
Hello, great mod but I have a problem since today.
I can't load my saves or start a game with the mod installed.
I've tried to re-install it for A15 but the game says that it's the 0.16.1393 (not sure of the 4 last numbers) version even when I download the A15 version...
make sure that you chose the A15 mod download here on the forum. The steam version is always the newest one.
Yes, I did that, I download the A15 and A16 versions and the game says both of them are for rimworld 0.16.xxxx.
I like your mod. The only complaint I have is that I think that it shouldnt use a button in the lower screen but instead it should have a config in the options screen.
Quote from: Rovhar Andin on December 21, 2016, 04:40:31 AM
Yes, I did that, I download the A15 and A16 versions and the game says both of them are for rimworld 0.16.xxxx.
Have you got a screenshot or a log with errors?
Quote from: Alenerel on December 21, 2016, 04:42:50 AM
I like your mod. The only complaint I have is that I think that it shouldnt use a button in the lower screen but instead it should have a config in the options screen.
I'll investigate that once i solve the errors that have been reported.
maybe the config button shouldn't be part of the bottom toolbar - it's already cluttered
im working on it
You should probably move away from the MapComponent method if at all possible.
woud it be possible to add this mod in steam?
Quote from: Love on December 24, 2016, 04:56:12 AM
You should probably move away from the MapComponent method if at all possible.
Why is that?
Quote from: Raccoon on December 24, 2016, 05:55:39 AM
woud it be possible to add this mod in steam?
This mod is on steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=735268789
Quote from: GHXX on December 26, 2016, 01:49:55 PM
Why is that?
Bad things can happen if you want to remove the mod later, but with a straight up detour that won't happen.
Quote from: Love on December 26, 2016, 01:54:42 PM
Quote from: GHXX on December 26, 2016, 01:49:55 PM
Why is that?
Bad things can happen if you want to remove the mod later, but with a straight up detour that won't happen.
1. Its definitely better than storing what i want in a text file or somewhere else. because if that save file would be used on another pc all configs wont be there if they just copy the map file.
2. I have not seen anything happen when i removed it. If errors occur then ill see about another way of storing information.
EDIT: Ignore this. It fixed itself when I reloaded the game for the second time (I moved the mod to the bottom of the list)
When starting a game with the tribe scenario and mod default settings, I start at industrial tech level instead of neolithic.
Is this normal considering there are a few tech researched in this scenario? I would have expected to start at neolithic.
Looks like a bug, ill look into fixing it when i got time. Im quite busy right now. Sorry!
Hey GHXX, strangely every time I load up my save, the mod settings for your mod resets. Just letting you know :)
Quick question, anyway you can make it where the World Map icon changes based on your tech level? I hit transcendent and my Map Icon is still a tribal tent. ;o;
I have no idea if thats doable easily, without creating any new incompatibilities. I, personally, don't think that that is a big problem, I would rather focus on extending functionality. Also, isn't the tent a good way to show that you started as tribe and made it up to transcendent?
Quote from: GHXX on January 12, 2017, 04:15:42 PM
I have no idea if thats doable easily, without creating any new incompatibilities. I, personally, don't think that that is a big problem, I would rather focus on extending functionality. Also, isn't the tent a good way to show that you started as tribe and made it up to transcendent?
Yeah, True :/ Mainly I just wanted a shiny new Icon on the map. Because I keep losing my home base because of the other tribe ones around me.
You do know that Rimworld cant read .zip files right? The version you uploaded is just a zip. folder with the Def, Assemblies and About folder.
Do you know that you have to unpack this mod like any other mod? because browsers don't support downloading folders?
Yes I do, viewing the zip file and extracting it via winrar yields nothing but the three internal folders, no folder to hold the mod.
It should be: (Zipped folder) > (Mod Folder) > (Defs, About, Assemblies)
Not : (Zipped Folder) > (Defs, About, Assemblies)
Edit: This is because Rimworld cannot read .zip or .rar folders, it should be the first path I listed because, when extracting a zip folder, it should pull out a folder containing the other folders, not the individual folders.
you can do unpack to ******
thats because if the folder was included then some people would mess up the folder path because they have the 3 folders in the TA-Folder in the TA-Folder in the RW-Mods folder, and they wouldnt notice it....
I like your mod, but could you move the configuration stuff into the Mod Settings instead of adding a tab to the main game UI? It would be much tidier.
What "Mod Settings" are you talking about?
If its added by Hugs Lib then it will be a "No" for now because there isn't a way to do it thats not overly complicated. The way i worked out would include some renaming of files, requiring a second mod-restart after disabling / enabling Techadvancing or HugsLib and i would need two .dll files instead of one.
This might change in the future when HugsLib's functionality gets improved. Sorry.
Would I still get the mod functionality by removing "MainTabDef" folder?
I`m okay with default settings, but do not want an extra button (which would never be used by me) to clutter UI.
edit: also may be add an Letter event notification when Tech level advances?
edit2: oh, nvm, theres already a notification letter.
And looks like it works just fine without adjustable config.
Great stuff, thanks a lot.
Quote from: IvanRid on January 26, 2017, 10:06:49 AM
Would I still get the mod functionality by removing "MainTabDef" folder?
I`m okay with default settings, but do not want an extra button (which would never be used by me) to clutter UI.
edit: also may be add an Letter event notification when Tech level advances?
edit2: oh, nvm, theres already a notification letter.
And looks like it works just fine without adjustable config.
Great stuff, thanks a lot.
Sorry for the late reply:
There are no issues if you remove the Folder, but its advised to change the extension of the xml file that it contains to something like .disabled.
and yeah, a letter is in there already.
It's Update-Time! Hooray!
There were a few reports/requests which lead to a need for a manual base-techlevel-selection. Thats added now.
The default techlevel-selection is called "Autodetect" which reads the techlevel from the savefile, like before.
I re-updated from A15 and hopefully eliminated most of the MapComponent issues.
If there are any issues, let me know.
Quote from: GHXX on January 18, 2017, 04:53:51 PM
If its added by Hugs Lib then it will be a "No" for now because there isn't a way to do it thats not overly complicated.
Okay, that's fair. I can understand not wanting to rely on a library if you don't really have to.
Bug Report, when I start on tribal the neolithic tech level passes stays between games and I have to restart the game. I also think it might also apply to other tech levels
"the neolithic tech level passes stays between games"
can you elaborate that, please?
Looks like you still have not updated the download.
It should look like this when viewing the zip folders contents TechAdvancing(Ziped) --> TechAdvancing --> Defs, Assemblies, About
Not TechAdvancing(Ziped) --> Defs, Assemblies, About
Quote from: GHXX on January 30, 2017, 09:02:36 AM
"the neolithic tech level passes stays between games"
can you elaborate that, please?
When I start a new game with New tribe I get the neolithic tech level. when I start new run with the new arrivals the tech level is at neolithic even though it should be industrial. I should probably test if this work's vice versa.
Quote from: Napple on January 30, 2017, 12:34:54 PM
Quote from: GHXX on January 30, 2017, 09:02:36 AM
"the neolithic tech level passes stays between games"
can you elaborate that, please?
When I start a new game with New tribe I get the neolithic tech level. when I start new run with the new arrivals the tech level is at neolithic even though it should be industrial. I should probably test if this work's vice versa.
The new arrivals? you mean when you start as a colony? Some people reported that issues too. seems to be a bug with some other mods, thats why i added the option to choose what the base techlevel should be in the config.
Quote from: Hayhorse on January 30, 2017, 12:23:04 PM
Looks like you still have not updated the download.
It should look like this when viewing the zip folders contents TechAdvancing(Ziped) --> TechAdvancing --> Defs, Assemblies, About
Not TechAdvancing(Ziped) --> Defs, Assemblies, About
Looks like you still havent realised that its my decision, and i think that its better this way. I have elaborated this before.
Hello. I'm getting some errors that at least seem related to Tech Advancing (in conjunction with
[A16] Extended Turrets Mod v1.7.0). Attaching the modsconfig.xml too. Please let me know if there is any way to fix the errors :)
[attachment deleted by admin due to age]
crusader, it looks like this isn't an issue on my side, because, as you reported on the forum page for "[A16] Extended Turrets Mod", this error occurs when my mod isn't installed. I looked at the code and sent the author of the Extended Turrets Mod a PM.
Quote from: GHXX on February 17, 2017, 06:27:24 PM
crusader, it looks like this isn't an issue on my side, because, as you reported on the forum page for "[A16] Extended Turrets Mod", this error occurs when my mod isn't installed. I looked at the code and sent the author of the Extended Turrets Mod a PM.
Thank you very much! I'm really trying to fix all of these issues and to have a good game without it getting corrupted later :(
New Update is out!
Now Keyed translations are supported. English and German are in already. Chinese will follow soon!
If you want to make a translation, either write a comment here or on steam or message me on Discord and ill get back to you :)
Another Update is released!
I fixed a bug which messed the techlevels up (your base-techlevel selection wouldn't make a difference)
And i added a list which shows all techlevels, so you dont get confused anymore :D
I'd be willing to patch your mod settings to hugslib just to get the tab out. If you're interested drop me a PM.
Quote from: GHXX on July 31, 2016, 04:53:24 PM
Q: I want to yell at you, where can I do that?
A: Sure, go ahead and waste your time.(see "How can I contact you?") ;D
HEY MOD DEV YOU SAID WE COULD YELL AT YOU SO I WILL!!!
THANKS FOR THIS MOD!
You're welcome :P
As it turns out, the last update (1.5.1) was kinda broken, so please go ahead and grab the newest version. Thanks!
Would it be possible for you to move the mod from the main tabs location to the "mod settings" button from Hugs Lib? My UI is pretty cluttered with tabs, and your mod is one that doesn't need constant adjustment.
Quote from: Dr_Zhivago on April 13, 2017, 06:42:40 AM
Would it be possible for you to move the mod from the main tabs location to the "mod settings" button from Hugs Lib? My UI is pretty cluttered with tabs, and your mod is one that doesn't need constant adjustment.
As i have said before, i wont use Hugs Lib, its just another dependency, like CCL back in the day. The thing is that using hugslib in my case would be quite complex and annoying for the end user.
But i just finished working on including "Harmony", which is much better in my case.
So: the usual super-easy to read blue text:
Because lots of people were begging for it:The config button now is a thing of the past!
Thanks to "Harmony" (made by Andreas Pardeike aka Brrainz) i was able to move a button into the research screen
which allows you to open the config screen!
How to:
(https://www2.pic-upload.de/thumb/33005688/b2ae1e44f4eb483e916b3782491f2a25.png) (https://www.pic-upload.de/view-33005688/b2ae1e44f4eb483e916b3782491f2a25.png.html)
Quote from: GHXX on April 14, 2017, 11:10:33 AM
The config button now is a thing of the past!
Thanks to "Harmony" (made by Andreas Pardeike aka Brrainz) i was able to move a button into the research screen
which allows you to open the config screen!
Awesome! I appreciate your work
Hi, GHXX!
My team has translated your mod into Chinese.
Is there a GitHub repo of your mod, so that we could sent the language files to you.
Thanks!
Thanks! I sent you an email.
Thanks! The translations have been sent to you via email.
Thank you for the translations that are added to the mod now!
Update!
Due to "ResearchPal" removing the vanilla researchtab you could not open the config menu anymore.
That is the reason why you can now also open it in the modoptions menu.
The button on the research screen still exists and can be used.
Color Coordination, a pdf ebook on the use of color
[attachment deleted by admin due to age]
Quote from: AngleWyrm on June 16, 2017, 07:48:20 PM
Color Coordination, a pdf ebook on the use of color
Maybe I'm losing my touch but this comes off as a bit rude; care to explain Angle.
Your touch is fine; sorry, the lack of information was a rudeness on my part.
(https://s6.postimg.org/qacvrsuoh/colorswatch.png) | The color swatch of text on the left (flipped to avoid tendency to read content) displays the blue-on-black that I'm seeing through my browser. I suspect a very similar experience across the range of all browsers, though I'm not willing to expend the cost of that experiment.
The ebook attached to my last post describes in some detail color wheels that work well together.
|
Here's an example of three of the nine color wheels presented in that article:
(https://s6.postimg.org/n4sa1lc29/colorwheels.png)
Update!
Someone asked for an option where you need to have non-tribal people in your colony/tribe so that your techlevel can go beyond medieval.
Thats added now.
Chinese translation will be updated in the next few days.
(https://i.ytimg.com/vi/DpX_rwtk3gk/mqdefault.jpg) | The previous several posts doomed him to post in a difficult to read color.
Which of them stole his ability to choose? |
Would you mind leaving this thread alone? Thanks for trying to help, but it doesnt look like its working out for anyone.
Fixes!
Looks like there was a mistake in the English and Chinese translation. The English one is fixed now. Chinese will follow soon-ish.
Is it possible to make it so you can configure the percentage of techs you need to research to get to the next tech level? I play tribal and use a lot of mods, and a lot of mod authors like to add techs to unlock every little thing, which can really add up in terms of research time. If I could set it to go up a tech level when I've researched, say, 90% of the current tech level's projects, I could leave a few "500 research points for fancy hats" techs for later. As it stands I've actually abandoned mods I otherwise liked for adding too much low-tech research.
Quote from: Spiders Everywhere on June 29, 2017, 12:04:17 AM
Is it possible to make it so you can configure the percentage of techs you need to research to get to the next tech level? I play tribal and use a lot of mods, and a lot of mod authors like to add techs to unlock every little thing, which can really add up in terms of research time. If I could set it to go up a tech level when I've researched, say, 90% of the current tech level's projects, I could leave a few "500 research points for fancy hats" techs for later. As it stands I've actually abandoned mods I otherwise liked for adding too much low-tech research.
I am not sure about that one. The config is pretty cluttered already. I would say I'll add it if more people want that. Sorry :-\
Great work, GHXX! It is fantastic mod! I maked polish version, is here -> https://ludeon.com/forums/index.php?topic=34212.0
Please check your PMs.
I'm having a little bit of trouble getting this mod to trigger, and I'm not quite sure if I am encountering a bug, incompatibility or am just misunderstanding something.
I've read through the rules and try to get a neolithic tribe to advance to medieval by researching all neolithic tech. Tribes start with most of it - so as far as I can tell it's only devilstrand and brewing that you need to research to finish that tier - but it doesn't seem to do anything.
- I've poured over the research tree to make sure there aren't more neolithic tech
- The only other mod I can think of that could do anything with that research function is maybe research-pal (is any incompatibility with this known?)
- I don't have the optional rule for requiring non-tribal members activated
- A few research topics added by mods don't seem to indicate a tech-level at all (in research-pal at least). Is there any chance these could be messing things up - like if they had a techlevel of 0 or something by default?
Is there anything else I am forgetting to check here? I'd like to verify this works ok before I start a new playthrough so I don't get frustrated halfway through and have to restart.
BY the way - I think the idea of the previous poster to let the percentages of required tech to advance be user-definable is a pretty good one. If it's not too much of a problem to implement I think it would make the mod considerably better.
I also think that some version of this really should be part of the main game - but that's a separate topic I guess. Consider posting in Tynan's thread about mod integration. If the base game had tech advancement it would sure help a lot in making sure research overall was balanced since would be a single standard to adhere to.
EDIT: I found the source of the problem, and it does not seem to be the fault of this mod. I was using research pal, and it seems like it had some problems with some research added by mods and was displaying them on top of eachother - so in essence hiding some additional neolithic research stuff. Once I finished those in my testing the techlevel raised as expected.
-Stigma
mispost - ignore
I think Tynan made the tech level 'system' the way it is so that, when making their desired scenario, someone can choose to play the role of a slow-researching faction, or a faster one. Basically, difficulty modes, no?
As in, it's not at all the same situation as in games like Civ. The tech levels are fluff, is what Im suggesting, and that he intended for them to act as difficulty levels.
sometimes this error comes up. think kinda major and keep mod from advanceing the player
Could not find player faction.
Verse.Log:Error(String)
RimWorld.Faction:get_OfPlayer()
GHXXTechAdvancing._ResearchManager:RecalculateTechlevel(Boolean, Boolean)
GHXXTechAdvancing.Event:onKill()
TechAdvancing.TA_OnKill_Event:Postfix(Nullable`1)
Verse.Pawn:Kill_Patch2(Object, Nullable`1)
RimWorldChildren.ChildCode:_CheckForStateChange(Pawn_HealthTracker, Nullable`1, Hediff)
Verse.Pawn_HealthTracker:Notify_HediffChanged(Hediff)
Verse.Hediff:set_Severity(Single)
Verse.HediffGiver_Birthday:SimulateSeverityChange(Pawn, Hediff, Single, Boolean)
Verse.HediffGiver_Birthday:TryApplyAndSimulateSeverityChange(Pawn, Single, Boolean)
RimWorld.AgeInjuryUtility:GenerateRandomOldAgeInjuries(Pawn, Boolean)
Verse.PawnGenerator:GenerateInitialHediffs(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld()
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__615()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Quote from: Soupy Delicious on July 15, 2017, 01:02:55 PM
I think Tynan made the tech level 'system' the way it is so that, when making their desired scenario, someone can choose to play the role of a slow-researching faction, or a faster one. Basically, difficulty modes, no?
As in, it's not at all the same situation as in games like Civ. The tech levels are fluff, is what Im suggesting, and that he intended for them to act as difficulty levels.
That might be the case, but a lot of players dislike the way it is right now and want to be able to bump up their techlevel, because when installing more mods that add more and more researchprojects having that x3+ multiplier really increases the amount of research points required. If people prefer the old way they can just disable/unsubscribe from/uninstall this mod :)
Quote from: sidfu on July 16, 2017, 01:03:52 AM
sometimes this error comes up. think kinda major and keep mod from advanceing the player
Could not find player faction.
Verse.Log:Error(String)
RimWorld.Faction:get_OfPlayer()
GHXXTechAdvancing._ResearchManager:RecalculateTechlevel(Boolean, Boolean)
GHXXTechAdvancing.Event:onKill()
TechAdvancing.TA_OnKill_Event:Postfix(Nullable`1)
[...]
Looks like thats some of Tynans code that might not work: "Faction.OfPlayer.def.techLevel"
That code should always work. What other mods do you have installed? just send a screenshot or something so you dont have to type it out. Thanks!
@GHXX that error pops up on world gen when u gen world. it seems to be tied to seed of world. for example i took and kep gen the same seed over and over it didnt happen but when i keep doing random till i found a seed it happened on it happen every time on that world gen seed.
here 1 seed it happens on for u to check. penguin
[attachment deleted by admin due to age]
I have graphic errors using. I discovered two:
- Option menu and tooltip(when leaving parent window) only show the background blur.
- Some needs window doesn't show the modifer and the mood bar is unmarked.
EDIT: Nevermind the error was caused from an outdated mod which I installed in the same instance but forgot later on(it was quit late.
Quote from: sidfu on July 16, 2017, 12:03:59 PM
@GHXX that error pops up on world gen when u gen world. it seems to be tied to seed of world. for example i took and kep gen the same seed over and over it didnt happen but when i keep doing random till i found a seed it happened on it happen every time on that world gen seed.
here 1 seed it happens on for u to check. penguin
Thats quite interesting. My mod doesn't do anything seed-related so that might be some vanilla issue..
RimWorld.Faction:get_OfPlayer()
What happens when you call it while player has no faction yet? Exception, ofc. Use OfPlayerSilentFail.
Quote from: Soupy Delicious on July 15, 2017, 01:02:55 PM
I think Tynan made the tech level 'system' the way it is so that, when making their desired scenario, someone can choose to play the role of a slow-researching faction, or a faster one. Basically, difficulty modes, no?
As in, it's not at all the same situation as in games like Civ. The tech levels are fluff, is what Im suggesting, and that he intended for them to act as difficulty levels.
Trust me when I say that tech advancement in no way makes tribals "fast", or "as fast", or even "not horribly slow" at research =P
Tribals with the vanilla system start slow and then get AGONIZINGLY slow at later levels as everythign started to require 3x and 4x research. You need 3-4 researchers to get anywhere. It's not fun IMO, and the reason why a lot of people got turned of tribals because you just never seem to get anywhere and eventually get totally bottlenecked by it.
As soon as tech levels made it into the game I felt that this was missing immediately in order for the curve to be somewhat smooth.
To each his own though.
-Stigma
Ok I have some practical feedback after using this in my latest run.
Something fairly critical that is missing...
We really need some sort of counter of "remaining XXXTECHLEVEL projects" counter, or even better - a list or just SOMETHING to help you find remaining projects that you need to finish for a level.
Because the main problem I have is that I have to spend AGES pouring over all the research and try to find that one last research project that is required for me to advance. There is no way to see this easily. Research pal does tell you in the popup-text, but you still have to read every research option to find out - and its just a nightmare... not this mods fault pr se. but it makes it super impractical, doubly so with mods installed that add their own projects that you can't easily just wiki or whatever.
-Stigma
First of all. Daddy I love you.
Second of all, is there a way i can make it so the second rule is the default one?
A small change i would like to make so i don't have to edit the config every time i start a new game.
If you could do that you would be my 3rd favorite streamer ever, I also would send pasta to that kid in Sweden and did you know that talon is responsible for 25% of first bloods?
Quote from: stigma on July 18, 2017, 12:29:48 AM
Ok I have some practical feedback after using this in my latest run.
Something fairly critical that is missing...
We really need some sort of counter of "remaining XXXTECHLEVEL projects" counter, or even better - a list or just SOMETHING to help you find remaining projects that you need to finish for a level.
Because the main problem I have is that I have to spend AGES pouring over all the research and try to find that one last research project that is required for me to advance. There is no way to see this easily. Research pal does tell you in the popup-text, but you still have to read every research option to find out - and its just a nightmare... not this mods fault pr se. but it makes it super impractical, doubly so with mods installed that add their own projects that you can't easily just wiki or whatever.
-Stigma
I recommend you to just use the second rule. If you research half of your current tech researches you move on to the next one.
I think the game is still balanced and far from op.
I like it
Quote from: stigma on July 18, 2017, 12:29:48 AM
Ok I have some practical feedback after using this in my latest run.
Something fairly critical that is missing...
We really need some sort of counter of "remaining XXXTECHLEVEL projects" counter, or even better - a list or just SOMETHING to help you find remaining projects that you need to finish for a level.
Because the main problem I have is that I have to spend AGES pouring over all the research and try to find that one last research project that is required for me to advance. There is no way to see this easily. Research pal does tell you in the popup-text, but you still have to read every research option to find out - and its just a nightmare... not this mods fault pr se. but it makes it super impractical, doubly so with mods installed that add their own projects that you can't easily just wiki or whatever.
-Stigma
I don't want to tinker with the researchpal research tree because then it wont look as nice. One possible thing would be that the researchpal author gives different colors to the borders of the research nodes. One color per level. as for vanilla: It's not that hard to find a missing research in my opinion because usually their level increases with the requirements.
Quote from: jpnm92 on July 18, 2017, 05:20:37 PM
First of all. Daddy I love you.
Second of all, is there a way i can make it so the second rule is the default one?
A small change i would like to make so i don't have to edit the config every time i start a new game.
If you could do that you would be my 3rd favorite streamer ever, I also would send pasta to that kid in Sweden and did you know that talon is responsible for 25% of first bloods?
I have no idea what you mean with one rule being the default one. Both rules are active. You can kinda disable them by setting that config variable to -99 or something.
Quote from: jpnm92 on July 18, 2017, 05:29:24 PM
Quote from: stigma on July 18, 2017, 12:29:48 AM
Ok I have some practical feedback after using this in my latest run.
Something fairly critical that is missing...
We really need some sort of counter of "remaining XXXTECHLEVEL projects" counter, or even better - a list or just SOMETHING to help you find remaining projects that you need to finish for a level.
Because the main problem I have is that I have to spend AGES pouring over all the research and try to find that one last research project that is required for me to advance. There is no way to see this easily. Research pal does tell you in the popup-text, but you still have to read every research option to find out - and its just a nightmare... not this mods fault pr se. but it makes it super impractical, doubly so with mods installed that add their own projects that you can't easily just wiki or whatever.
-Stigma
I recommend you to just use the second rule. If you research half of your current tech researches you move on to the next one.
I think the game is still balanced and far from op.
I like it
The answer to the question "Is research good as it is now in vanilla?" really depends on whos playing it and what faction they play as (tribe vs. colony) My opinion is that research is taking too long as tribal, especially when installing a load of mods, but once again, thats just how i feel about it. Thats why this mod exists :P
For some reason the mod is not recognizing my non-tribal pawns, I started as a tribe so I enabled the "can't get past medieval without a non-tribal pawn", but even though I have multiple non-tribals [from various sources, even, pirates, escape podders, etc] if I enable that rule I get my tech stuck on medieval.
Quote from: moonra on July 21, 2017, 06:48:05 PM
For some reason the mod is not recognizing my non-tribal pawns, I started as a tribe so I enabled the "can't get past medieval without a non-tribal pawn", but even though I have multiple non-tribals [from various sources, even, pirates, escape podders, etc] if I enable that rule I get my tech stuck on medieval.
Interesting, it worked when I tested it in vanilla. Maybe some mods are causing issues. Could you post your modlist, please?
Update!(for developers)
You can now make Tech Advancing skip certain researches by adding the tag "ta-ignore" into the taglist of a research. (You can find an example in the developer section of the original post)
Players should still update so that this feature becomes available to the other modders. Thanks!
Quote from: GHXX on July 24, 2017, 11:36:52 AM
Quote from: moonra on July 21, 2017, 06:48:05 PM
For some reason the mod is not recognizing my non-tribal pawns, I started as a tribe so I enabled the "can't get past medieval without a non-tribal pawn", but even though I have multiple non-tribals [from various sources, even, pirates, escape podders, etc] if I enable that rule I get my tech stuck on medieval.
Interesting, it worked when I tested it in vanilla. Maybe some mods are causing issues. Could you post your modlist, please?
Argh, my bad, for some reason the forum didn't show this as a reply, or I'm totally blind and missed it. Anyway, I've attached it 'cause there doesn't seem to be a way to hide text under a button [like spoiler tags] in this forum.
[attachment deleted by admin: too old]
Okay, good news. I found the issue and a fix is going to be deployed tomorrow (waiting on some translations to do it all in one).
EDIT: Since some things are broken right now and since I ought do to a rewrite anyways I will fix that in the rewritten version. Can't give an ETA for that one. Sorry!
Due to lack of time and interest I decided that it might be best to have someone else become the developer for this mod.
Requirements are pretty good C# knowledge since the mod is mostly written in that language.
If you think you are up for it and you want to continue this mod, let me know on Discord (thats faster than the forum) or send me a Forum PM.
You will most likely get an answer within a week to give everyone time to read this and decide if they want to do it.
Thanks to Skullywag the source code is now available at GitHub. Feel free to collaborate / post issues / etc.
https://github.com/RimWorldMod/Tech-Advancing
One little doubt, how does this mod interact with reapetable researches? like the succesful cults ressearch from rim of madnes cults mod
Quote from: just_a_random on August 27, 2017, 07:18:01 AM
One little doubt, how does this mod interact with reapetable researches? like the succesful cults ressearch from rim of madnes cults mod
every project that got the ignore tag (see below) is ignored by my mod. The repeatable researches from the Call-of-Cthulhu---Cults mod already got the tags implemented from what i can see on github. So they should be ignored. If they arent then contact the Author of that specific mod.
I could translate this mod for you to Brazilian Portuguese, but I don't know how to actually edit the files and such. If you're up to help me out with that, contact me.
Hi this mod looks intresting but I am sort of confused on what it actually does... With your tech level going higher what does that mean? Does this scale the enemies to have the same tech level as you?
Quote from: Barik Morloc on October 04, 2017, 10:37:38 PM
Hi this mod looks intresting but I am sort of confused on what it actually does... With your tech level going higher what does that mean? Does this scale the enemies to have the same tech level as you?
In the basegame your faction's tech level effects a multiplier of how long it takes to research something based on the project's tech level, normally you just end up with high tech researches taking forever but with this mod your own tech level goes up and the penalty is removed if you have done enough research at the previous tech level.
Could you please add another option that the tech level advances when 75% of the current techs are researched? Or alternatively make Option B configurable via the mods menu?
While Option A is too much with many mods active that add their own researches, I'd still like to research more than only 50% before the level advances. Something in between would be perfect.
I currently dont have the time to work on this mod. Its code is on github so anyone could work on it really.
Sorry!
Soooo, finally some good news. I was able to use a few hours to work on this. It should all work again, but there might be bugs. Play with it a little and let me know how it works out for you. If you find any bugs let me know. There will be a lot of log output ('[Information]') but you can ignore it. Same goes for the debug warning in the beginning.
This version is NOT on Steam. Thats because there are some people that get super angry when something doesn't work for sure. Blame it on them.
I will put it onto Steam once its stable and tested enough.
Enjoy!
Was there something that wasn't working? :o
What are the changes, so I know on what I should keep an eye?
Quote from: Kori on November 15, 2017, 06:13:09 AM
Was there something that wasn't working? :o
What are the changes, so I know on what I should keep an eye?
There were a few bug reports on Steam and the code was very messy. No rewrite since A14.
As for the changes: pretty much everything changed code-wise. The functionality should just be as good as in the last version(minus the bugs).
Update!I uploaded a new version to Steam and to the forum with some more fixes. If you find anything else, let me know. Fastest way would be opening an issue on Github. Anything else works too.
Just make sure to add steps to reproduce it, and or some sort of error. Saying 'Hey it doesn't work' doesn't help :)
And the mod is now officially called 'Tech Advancing'. Those extra 4 or 5 letters made it way too long.
Great, thanks! When you are currently working on the mod, would you please consider the 75% option, or alternatively one that is adjustable? :D
https://ludeon.com/forums/index.php?topic=22598.msg371285#msg371285
Quote from: Kori on November 16, 2017, 06:10:50 AM
Great, thanks! When you are currently working on the mod, would you please consider the 75% option, or alternatively one that is adjustable? :D
https://ludeon.com/forums/index.php?topic=22598.msg371285#msg371285
I might add that to the full A18 release ;) Open an issue on github if you want, so its all saved.
Update!So, here we go again: A pre-release for A18 is out. There will probably be some bugs.
If you find any let me know on github. And post your logs / errors!
Have fun!
Quote from: GHXX on November 19, 2017, 11:00:11 AM
I might add that to the full A18 release ;)
Thank you very much! :)
Quote from: Kori on November 21, 2017, 06:54:21 AM
Quote from: GHXX on November 19, 2017, 11:00:11 AM
I might add that to the full A18 release ;)
Thank you very much! :)
Update!Thanks to LunaticNeko's slider suggestion (on Steam) there now is a slider for adjusting the percentage used for the percentage based rule (RuleB).
Hello, The zip file you provided isn't very compliant of the format mods come by.
You should place a folder inside the zip file you give to download, with the Name of the mod, and then inside the folders that make the mod work.
In this case you provided 4 folders, 2 of which have different names (Languages and languages) where the uppercasing in linux breaks things badly.
Could you please fix this?
Thanks
(To be clear:
Techadvancing.zip:
>Techadvancing/
>>About
>>Assemblies
>>Languages
)
(Note: I attached the latest commit in github of the mod, feel free to use that one!)
[attachment deleted by admin: too old]
Quote from: frenchiveruti on December 12, 2017, 03:36:32 PM
Hello, The zip file you provided isn't very compliant of the format mods come by.
You should place a folder inside the zip file you give to download, with the Name of the mod, and then inside the folders that make the mod work.
In this case you provided 4 folders, 2 of which have different names (Languages and languages) where the uppercasing in linux breaks things badly.
Could you please fix this?
Thanks
(To be clear:
Techadvancing.zip:
>Techadvancing/
>>About
>>Assemblies
>>Languages
)
(Note: I attached the latest commit in github of the mod, feel free to use that one!)
Ill look into the lowercase issue, not sure about the folder steucture. in my opinion doing it this way gets rid of issues because you wont end up having [TechAdvancing]/[TechAdvancing]/About,etc.
I am adoring this mod on my latest playthrough. The ability to advance tech tiers makes absolute sense, and you sir, are awesome!
frenchiveruti,
i don't see any problem with the zip-file structre, anything is fine.
This is for the Dropbox link.
BUT if you get the master from Github, then you are doomed ! :-)
GHXX, didn't use github like all these other modders do, but he didn't told you to get the release from there, he point to the dropbox link.
But even at the github folder "TechAdvancing newest build " all looks fine, it isn't just easy to install for simple gamer like the dropbox archive.
GHXX, maybe add the B18 zip to the release of github too, then you got a backup once B19 comes.
Yeah he isn't following a very streamlined way for Github releases.
Hey @GHXX , maybe add ModSync to your mod so I can know when you add or update stuff? It would be cool!
Other than that, thanks, I really have no idea what's the "way it should be" on the zip file. I just know that it decompressed like 3 slightly different named folders in my Linux installation. :P
Quote from: Canute on December 13, 2017, 04:22:49 AM
frenchiveruti,
i don't see any problem with the zip-file structre, anything is fine.
This is for the Dropbox link.
BUT if you get the master from Github, then you are doomed ! :-)
GHXX, didn't use github like all these other modders do, but he didn't told you to get the release from there, he point to the dropbox link.
But even at the github folder "TechAdvancing newest build " all looks fine, it isn't just easy to install for simple gamer like the dropbox archive.
GHXX, maybe add the B18 zip to the release of github too, then you got a backup once B19 comes.
I use the releases for providing easy access to older versions. You should be able to get the version from github from master too since that gets copied into my game when i compile it. Thats the very same thing thats on dropbox.
@frenchiveruti ,you could use the steam version if you got the game on steam. But i might look into it. And if you are worried about it you can grab it from Github or make a script to rename it for you.
Steam Sadly hates my Linux OS. ha...
May I ask why don't you use github for the releases? I mean, It's easier and also allows direct links for the user.
I did that what you suggested, I just did a svn of the folder of the mod and simply placed it in my mods folder so no issues.
Thanks, the mod works great.
I am new to this game and don't understand what this mod does. Why would I want to use it? I tried it out and all the research seems to be there and I advanced to industrial age right at the start of my new landing. I was playing with the 1st default Story Teller - 3 people crash land. It might of been because of a mod conflict.
Anyway what does this mod do?
Why should I use it?
(I am using it regadless of knowing why becuase I think it slows down game progression?).
Quote from: Zalpha on December 14, 2017, 06:25:54 PM
I am new to this game and don't understand what this mod does. Why would I want to use it? I tried it out and all the research seems to be there and I advanced to industrial age right at the start of my new landing. I was playing with the 1st default Story Teller - 3 people crash land. It might of been because of a mod conflict.
Anyway what does this mod do?
Why should I use it?
(I am using it regadless of knowing why becuase I think it slows down game progression?).
It actually will speed up game progression, when you research, on "vainilla" rimworld you have a "Research level" that's the same for the entire game, so lets say you are in a normal game, your research level will be "industrial" for the enitre game, no matter how many "super advanced" tech you research you'll always have a penalty of 50% speed for "spacer" research.
What this mod does is "tier" the research levels, so if you start as a tribe, and you research all the "tribe level" research, you will "advance" into the next level. And so on.
Quote from: Zalpha on December 14, 2017, 06:25:54 PM
I am new to this game and don't understand what this mod does. Why would I want to use it? I tried it out and all the research seems to be there and I advanced to industrial age right at the start of my new landing. I was playing with the 1st default Story Teller - 3 people crash land. It might of been because of a mod conflict.
Anyway what does this mod do?
Why should I use it?
(I am using it regadless of knowing why becuase I think it slows down game progression?).
When playing as a colony (industrial base level) then not having this mod isnt too bad, but when playing as a tribe the research cost multiplier becomes astronomical (some exaggeration there, but its much bigger), so researching gets very slow. Especially when installing mods that add more research projects. Thats when this mod comes in handy.
As for the conflicts: in the current release there are no confirmed issues thus far.
Thanks for taking the time to explain it too me. I understand now, this great for tribes, yeah I have a ton of reseach added thanks to mods so this will help out a ton.
Can i see my current tech level?? btw im using TechAdvasing wich moddify the gui, so i dont know if tech level is displayed at research tab..
Just click on any research project. It will tell you your techlevel and the projects techlevel on the left side. (In the vanilla research tree gui)
I noticed when I start my tribe the tech level was set to neolithic and then it changed to undefined after few hours in game. Was it because of a conflict with another mod or was I just doing something wrong?
It can never go below your base techlevel, so it might be a conflict. Could you please check what the base techlevel is set to? (in the config screen)
It will most likely be set to autodetect and some other mod might tinker with it when it loads, which alters the base techlevel. Just set the base level manually and you will be fine :) (set it to tribe / neolithic in your case).
If your mod list is fairly small (less than 20) please let me know which you are actively using.(maybe use pastebin) Thanks!
With autodetect, it is set to (tribe): undefined. I have around 160 active mods. I'll try to narrow them down to see which one is the culprit. The one that cause conflict should be that add research or alter techlevel right?
You could try to move my mod at the very end of the list, that should make it 'win' when it comes to modifying a certain code area. If thats the issue then Ill release a fix for that, even though i thought nobody else would modify it.
Adding research isnt a problem because thats done without editing what i am editing when the game runs. It has to be some mod that modifies the techlevel of your colony/tribe.
TL;DR Please try moving it to the bottom of the list, and please try to narrow it down. Thanks :)
I have tried starting a new tribe with only 4 mods, Mod E, Core, ModSwitch and Tech Advancing in that order. But the base techlevel is undefined. Is this a normal behavior? But the Condition A and B shows neolithic.
I'm getting this error sometimes when I start new maps using Hugslib, makes testing troublesome.
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at TechAdvancing._ResearchManager.RecalculateTechlevel (bool) <0x0008e>
at TechAdvancing.Event.OnKill (Verse.Pawn) <0x00110>
at TechAdvancing.TA_OnKill_Event.Postfix (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x00018>
at (wrapper dynamic-method) Verse.Pawn.Kill_Patch2 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0266e>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.CheckForStateChange_Patch1 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x000e2>
at Verse.Pawn_HealthTracker.Notify_HediffChanged (Verse.Hediff) <0x000bb>
at Verse.Hediff.set_Severity (single) <0x00153>
at Verse.HediffGiver_Birthday.SimulateSeverityChange (Verse.Pawn,Verse.Hediff,single,bool) <0x0011f>
at Verse.HediffGiver_Birthday.TryApplyAndSimulateSeverityChange (Verse.Pawn,single,bool) <0x00261>
at RimWorld.AgeInjuryUtility.GenerateRandomOldAgeInjuries (Verse.Pawn,bool) <0x00825>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateInitialHediffs_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00035>
at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x0070c>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x001e5>
at Verse.PawnGenerator.GeneratePawnInternal (Verse.PawnGenerationRequest) <0x00a80>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x000b9>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x0020b>
at (wrapper dynamic-method) RimWorld.Faction.GenerateNewLeader_Patch2 (object) <0x00232>
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef) <0x00376>
at (wrapper dynamic-method) RimWorld.FactionGenerator.GenerateFactionsIntoWorld_Patch2 () <0x0009f>
at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (string) <0x00048>
at (wrapper dynamic-method) RimWorld.Planet.WorldGenerator.GenerateWorld_Patch2 (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature) <0x00276>
at (wrapper dynamic-method) Verse.Root_Play.SetupForQuickTestPlay_Patch0 () <0x001c1>
at Verse.Root_Play.<Start>m__1 () <0x00022>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
Quote from: notfood on December 31, 2017, 07:16:05 PM
I'm getting this error sometimes when I start new maps using Hugslib, makes testing troublesome.
Thanks again for your help!
Quote from: Zaxmyss on December 31, 2017, 09:55:38 AM
I have tried starting a new tribe with only 4 mods, Mod E, Core, ModSwitch and Tech Advancing in that order. But the base techlevel is undefined. Is this a normal behavior? But the Condition A and B shows neolithic.
Tracked it down and fixed it. Thanks!
UpdateFixed two bugs, one of them was quite serious. I wish you all a happy new year along with this update! :)
It work perfectly now. Cheers and Happy New Year!! ;D
So, uh, can someone upload the a16 version?
And what kind of brain damage causes modders to take down their old versions?
It's not like RimWorld is free software that we can just upgrade through our package manager or git scripts whenever a new version is released.
Quote from: accountssuck on January 06, 2018, 07:25:43 AM
So, uh, can someone upload the a16 version?
And what kind of brain damage causes modders to take down their old versions?
It's not like RimWorld is free software that we can just upgrade through our package manager or git scripts whenever a new version is released.
You could try to show a bit more respect for something they are doing for free for you. If they are attachments on here, they get auto deleted after x amount of time. If I was the mod author and you called me brain damaged, I would definitely not upload the A16 version just for you, but I would have been more than happy to otherwise if you had just been polite.
Quote
Old versions are available in the 'releases' section on github: ->Click me<- (A17+)
For even older versions (A14-A16 contact me)
Maybe you could read the OP next time. So go ahead, ask the "brain damaged" modder GHXX for the A16 version, smart guy.
This seems awesome, i always wondered why this doesn't work in the game by default. Most likely not implemented yet, as the game is in beta.
By the way, its "[B18]" since the game advanced to Beta from "A17". Its confusing as the game version should be Beta 1, not Beta 18 after Alpha 17. But hey, i'm not the dev.
Quote from: accountssuck on January 06, 2018, 07:25:43 AM
[...] And what kind of brain damage causes modders to take down their old [...]
To me you sound like that kind of people that dont seem to appreciate anything we (the modders) do. Cant be that hard to write some shitty code, eh? As the following user mentioned: Friendlyness is (the) key.
And one reason for me to take down old releases is that only none out of the 100 thousand people that read this thread requested an old version thus far. Keeping them all on the page is a waste, just like writing this long reply to you. :/
Quote from: Wrathverse on January 06, 2018, 07:51:33 AM
This seems awesome, i always wondered why this doesn't work in the game by default. Most likely not implemented yet, as the game is in beta.
By the way, its "[B18]" since the game advanced to Beta from "A17". Its confusing as the game version should be Beta 1, not Beta 18 after Alpha 17. But hey, i'm not the dev.
I didn't notice it was
B18. Thanks for letting me know. Tynan (the main dev) probably continues the number so that versioning becomes more consistant. The last version number was 17 and now its 18. If it started again from 1 then they would overlap soon.
And I am glad you like my mod! :)
YESSSSS THANK YOU!!!!
hmm i got +70 mods but i just made an account cos of this mod...
Quote from: TerrorBite on January 13, 2018, 04:03:15 AM
YESSSSS THANK YOU!!!!
hmm i got +70 mods but i just made an account cos of this mod...
Thats awesome!
Polish language updated to B18: https://www.nexusmods.com/rimworld/mods/192
Is it possible to create tech levels?
Quote from: Razzoriel on January 29, 2018, 09:25:13 AM
Is it possible to create tech levels?
Not easily. They are hardcoded into the games code (c#). It would take some effort to edit them. Editing them could cause further issues down the line (compatibility)
Quote from: MMAciek on January 29, 2018, 06:42:34 AM
Polish language updated to B18: https://www.nexusmods.com/rimworld/mods/192
Please add it on github. This way people can download it all in one:
Open a pull-request and add the files. Or ask me to do it please.
https://github.com/RimWorldMod/Tech-Advancing/pulls
QuoteOr ask me to do it please.
Okey, do it. :P
Quote from: MMAciek on January 29, 2018, 12:06:18 PM
QuoteOr ask me to do it please.
Okey, do it. :P
Pushed it to Steam just now. Thanks again!
Hi!
I have found a bit of a hickup with this mod. Might be some kind of conflict with some other mod but whenever rimworld saves, tech advancing gets hung up on "Read TA_ExposePeople" and retries every other second causing a major interupt. I noticed that this does not occure if I tell the mod what starting senario my colony originates from (tribe, stranded, etc. ).
I hope this helps crush some more bugs :)
EDIT: Same problem occures just minutes after the "fix"... debug log attached
[attachment deleted due to age]
Hey, frokes, thanks for the report, i will look into that issue.
Could you please send me the list of mods that you were using when this happened?
Also, does it only happen when rimworld saves?
In that case, does it also happen when saving manually?
Yes it does indeed always happen at the same time as rimworld autosaves. I cannot tell if that is the case for manual saving, I'm playing on a permadeath map. A mod list is attached.
[attachment deleted due to age]
frokes,
for the future. Did you recognize these green button "Share logs" these give a combined report of Modlist and error log into a link to share.
Less pics for you to made next time.
Frokes, the thing is: My mods code hasn't changed since February since there was nothing to fix, so either Rimworld's code changed OR, another mod might be causing it. Someone else also reported this to me yesterday, I will see what mods you are both using to find potential candidates for that issue. I removed the unnecessary Log lines in the new version (just uploaded it).
Enjoy the 1.0 update!
I haven't done much testing, but it should all still work. Let me know what you think! :)
Just pushed the update for A19. In case you want to play A18 you will need to download it from github (see the first post for that).
I hope you enjoy it!
TA is now updated for 1.0. The download link is contained in the original post. The Steam version is still A19.
Tech advancing now got a translation for SpanishLatin, thanks to @CANALETA
An error on loading a savegame:
Null key while loading dictionary of Verse.Pawn and RimWorld.Faction. label=TA_Expose_People
Verse.Log:Error(String, Boolean)
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode)
TechAdvancing.MapCompSaveHandler:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
ModList:
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
<buildNumber>2059</buildNumber>
<activeMods>
<li>MOD-E</li>
<li>Core</li>
<li>HugsLib</li>
<li>JecsTools</li>
<li>AllowTool</li>
<li>ModManager</li>
<li>Miscellaneous_Core</li>
<li>GiddyUpCore</li>
<li>Rah's Bionics and Surgery Expansion</li>
<li>A_Dog_Said</li>
<li>RimHUD</li>
<li>Vegetable Garden</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_TrainingFacility</li>
<li>SteelIsIron</li>
<li>ConsolidatedTraits</li>
<li>MoreTraitSlots</li>
<li>RimFridge</li>
<li>VGP_Canning</li>
<li>VGP_Garden_Drinks</li>
<li>VGP_Fabric</li>
<li>VGP_Garden_Gourmet</li>
<li>VGP_Medicine</li>
<li>VGP_Tools</li>
<li>VGP_More Veggies</li>
<li>VGP_Soylent Production</li>
<li>VGP_Trees_Flowers</li>
<li>VGP CoffeeTeaDrugs</li>
<li>Share The Load</li>
<li>SmartMedicine</li>
<li>SimpleSidearms</li>
<li>RF - Advanced Bridges</li>
<li>RF - Concrete</li>
<li>RF - Editable Backstories</li>
<li>RF - Fertile Fields</li>
<li>RF - Fishing</li>
<li>RF - Pawns are Capable!</li>
<li>RF - Wild Cultivation</li>
<li>SYR_SetUpCamp</li>
<li>T-MoreFloors</li>
<li>ForbiddableDebris</li>
<li>MemorableAuroras</li>
<li>ProfitableWeapons</li>
<li>ProperShotguns</li>
<li>RangedStaggerRebalanced</li>
<li>StuffedFlaks</li>
<li>TurretExtensions</li>
<li>TETurretExpansion</li>
<li>UseThatSniperScope</li>
<li>WatermillTweaks</li>
<li>Achtung</li>
<li>AlphaAnimals</li>
<li>AnimalTab</li>
<li>AnimalsLogic</li>
<li>architect-icons</li>
<li>AreaUnlocker</li>
<li>AvoidFriendlyFire</li>
<li>ImprovedWorkbenches</li>
<li>BetterMiniMap</li>
<li>Blueprints</li>
<li>BoomMod</li>
<li>CameraPlus</li>
<li>Collapser</li>
<li>ColorCodedMoodBar</li>
<li>ConduitDeconstructMod</li>
<li>CraftingQualityRebalanced</li>
<li>DefensivePositions</li>
<li>DoorsExpanded</li>
<li>DrawABead</li>
<li>Dubs Mint Menus</li>
<li>EdBPrepareCarefully</li>
<li>ExpandedRoofing</li>
<li>FashionRIMsta</li>
<li>Firestarter</li>
<li>FluffyBreakdowns</li>
<li>FollowMe</li>
<li>WhatTheHack</li>
<li>battlemounts</li>
<li>GiddyUpCaravan</li>
<li>GiddyUpMechanoids</li>
<li>GiddyUpRideAndRoll</li>
<li>TechAdvancing</li>
<li>TD Enhancement Pack</li>
<li>HardworkingAnimals</li>
<li>HeatMap</li>
<li>Hospitality</li>
<li>Bubbles</li>
<li>JustIgnoreMePassing</li>
<li>LabelsOnFloor</li>
<li>Meals On Wheels</li>
<li>MedicalTab</li>
<li>MendAndRecycle</li>
<li>Moody</li>
<li>More Faction Interaction</li>
<li>MoreHarvestDesignators</li>
<li>More Vanilla Turrets</li>
<li>MoreVanillaTurretsTEPatch</li>
<li>NamesGalore</li>
<li>PickUpAndHaul</li>
<li>P-Music</li>
<li>Power Logic</li>
<li>RT_Fuse</li>
<li>RT_PowerSwitch</li>
<li>PowerSwitch</li>
<li>QualityCooldown</li>
<li>QualityBuilder</li>
<li>RangeFinder</li>
<li>Realistic Rooms</li>
<li>RelationsTab</li>
<li>RemoteTech</li>
<li>Replace Stuff</li>
<li>ResearchTree</li>
<li>ReverseCommands</li>
<li>RIMkea</li>
<li>Rimsenal Vanilla</li>
<li>RunAndGun</li>
<li>SafelyHiddenAway</li>
<li>SameSpot</li>
<li>SeasonalWeather</li>
<li>SupplyAndDemand</li>
<li>BirdsAndBees</li>
<li>The Price Is Right</li>
<li>Therapy</li>
<li>Toolboxifier</li>
<li>MarvsUghYouGotMe</li>
<li>VergeOfGalaxy-B19.0</li>
<li>Wall Light</li>
<li>WheresTheGravelGrayscale</li>
<li>While You're Up</li>
<li>WorkTab</li>
<li>PrepareLanding</li>
<li>Nightvision</li>
<li>RF - Tribal Pawn Names</li>
<li>RF - Tribal Raiders</li>
<li>RF - Archipelagos</li>
<li>Flamethrower</li>
<li>Grenade Launcher</li>
<li>Miscellaneous_BeeAndHoney</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_MapGenerator Urban</li>
<li>RF - Permafrost</li>
<li>WanderingCaravans</li>
<li>FloorLights</li>
<li>WildAnimalSex</li>
<li>RF - Etched Stone Walls</li>
<li>Spidercamp Dog Pack</li>
<li>Dog Pack Dog Said Patch</li>
<li>Spidercamp Horses</li>
<li>AnimalAlerts</li>
<li>FoodRestrictions</li>
<li>ChangeMirror</li>
<li>ConfigurableMaps</li>
<li>DamageIndicators</li>
<li>10_DESurgeries4RBSE</li>
<li>DesignatorShapes</li>
<li>RimworldDisasterTornado</li>
<li>SYR_DoorMats</li>
<li>EfficientUtilities</li>
<li>ExtendedInspectData</li>
<li>FactionControl</li>
<li>FoodAlert</li>
<li>SYR_GlowingHealroot</li>
<li>SYR_HarvestYieldPatch</li>
<li>Miscellaneous_Robots</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>Miscellaneous_MAI</li>
<li>RF - Packed Lunches</li>
<li>Playable Settlers Faction</li>
<li>SYR_ProstheticIcons</li>
<li>SYR_ProstheticTable</li>
<li>RainWashesAwayFilth</li>
<li>RimQuest</li>
<li>Room Food</li>
<li>RoomSense</li>
<li>SaveStorageSettings</li>
<li>ShelfRenamer</li>
<li>ShowModDesignators</li>
<li>Small Shelf</li>
<li>SnapOut</li>
<li>SparklingWorlds Full Mod</li>
<li>StuffedFloors</li>
<li>TargetingModes</li>
<li>TradingSpot</li>
<li>VisiblePants</li>
<li>DefensesExpanded</li>
<li>RimSearch</li>
<li>Cargo Pod Transport[1.0]</li>
<li>ModSyncRW</li>
<li>Palisade</li>
<li>PawnRules</li>
<li>Smart-Speed</li>
<li>RF - Rumor Has It</li>
<li>RF - Scenarios</li>
<li>Five Second Rule</li>
<li>Fuel Economy</li>
<!--<li>BetterPawnControl</li>-->
<li>GearUpAndGo</li>
<li>SYR_LightRadius</li>
<li>Mining Priority</li>
<li>UseBedrolls</li>
<li>What Is My Purpose</li>
<li>Spoons_Hair_Mod</li>
<li>DontShaveYourHead</li>
<li>Psychology</li>
</activeMods>
</ModsConfigData>
(Turned off BPC until I can get an answer on an error it was causing.)
This appears to be an issue related to how references are saved, but it's a very minor error as it just doesn't load the key, thus removing it when its being saved again. Ill put up an update in a bit that should prevent the null-entries from being added, thus eliminating the error.
Edit: Update is pushed now.
Can you please include a folder called "TechAdvancing" inside the main archive, that would contain all of the needed folders and files? (about, defs, etc). It's really annoying when you need to extract 50 mods that do this, to then track down the 1 mod that doesn't and simply spits out everything with a wrong path.
There is a very good reason for doing it my way:
In the past it broke mods that did Techadvancing/Techadvacning/[Defs, About....] instead of just Techadvancing/[Defs,About]
This way the error is discovered instantly by the user. If i would do it your way then people might have no clue what the issue is.
If you are unpacking 50 mods then you should consider using a batch script or something similar anyway ;)
Quote from: GHXX on November 26, 2018, 05:38:57 PM
There is a very good reason for doing it my way:
In the past it broke mods that did Techadvancing/Techadvacning/[Defs, About....] instead of just Techadvancing/[Defs,About]
This way the error is discovered instantly by the user. If i would do it your way then people might have no clue what the issue is.
If you are unpacking 50 mods then you should consider using a batch script or something similar anyway ;)
I just select all and do "Extract here" from WinRar ;D
Also, I understand your reasoning yet the vast majority of mods are archived in "my way". Github provides a similarly structured archive.
Moreover, got a question about Tech Advancing's second rule (B). For me it never seemed to be working as intended, yet never came to actually ask you about it.
So, I just started a new colony with my 128 mods :) The setting for TA is on auto detect, with all values on default. From rule A it says that the expected level should be Neolithic (which is perfect for what I want). From rule B, the expected level is Undefined (with 50% threshold). With a 1% threshold it gets to Industrial :o even though the tech level is set to increase by 0 (default). With 3-18% it gets to Medieval.
What I don't understand is how rule B works together with rule A. In my mind they should be mutually exclusive; if not, then rule B should be considered for each tech level available but, then, the expected level becomes the lowest possible or the highest possible? E.g.: I researched over 1% of all Neolithic techs and the level rises by +0 so it stays at Neolithic; same for Medieval and Industrial; so should the colony's level become Neolithic or Industrial? Considering this in conjunction with rule A (i.e. must finish all research of a tech level to advance to the next), it should be Neolithic. Yet, on the AutoDetect rule, my colony's level is set to Industrial.
Hopefully I'm making some sense.
PS: is it possible to include in your mod a way (i.e. slider) to modify the cost increase for research items that are higher than the current tech level? Right now it seems to be capped at 200%. I would love to have one slider for a fixed increase per tech level difference (e.g. 50%, like currently) and one for the cap.
Thanks!
Ill stick to my archive way, sorry.
Tech advancing sets your techlevel to the best value from any of the 2 rules and the base level. ie. if you got Neolithic (=2), Undefined (=0) and Industrial(=4) then it sets it to industrial (=4).
And if you set it to 1% and you have researched like one industrial project then it will increase it because you likely got less than 100 industrial research projects.
the slider thing may be possible, but since i am pretty busy with reallife right now its something to focus on later. sorry!
Quote from: GHXX on November 27, 2018, 05:15:30 PM
Ill stick to my archive way, sorry.
Tech advancing sets your techlevel to the best value from any of the 2 rules and the base level. ie. if you got Neolithic (=2), Undefined (=0) and Industrial(=4) then it sets it to industrial (=4).
And if you set it to 1% and you have researched like one industrial project then it will increase it because you likely got less than 100 industrial research projects.
the slider thing may be possible, but since i am pretty busy with reallife right now its something to focus on later. sorry!
Thank you for the explanation. Whenever you feel like modding, could you add an option to either ignore one/both of the rules or to have an option to set the tech level to the lowest of the two rules (for Undefined - use the level from the other rule, or Animal)? Or is the forced Medieval/Neolithic rule button for exactly the same effect?
The research speed penalty was removed from one of the latest updates, is there a way to get this back?
I just checked the code, and it appears that the cost increase was replaced with a change in research speed, which effectively does the same.
EDIT: It appears that Spacer and higher techs are also considered to be industrial. This was the change when moving from A18 to 1.0
EDIT2: Added a setting to restore the vanilla behaviour of A18 and earlier. This is disabled by default, but can be enabled in the settings menu.
Pushed another update which fixes a bug that multiplies research costs by x128 and possibly even more.
Quote from: GHXX on January 02, 2019, 04:18:54 PM
Pushed another update which fixes a bug that multiplies research costs by x128 and possibly even more.
Are you also updating the direct download from Dropbox?
Already did
Hi GHXX, quick question: I am using the Hardcore SK pack that adds a bunch of new factions to the game, and I was wondering how easy it would be to edit the mod to have a new checkbox where you need a pawn of one of the spacer+ factions in your colony to be able to research spacer techs? Was wondering if the check is based off of the race of the pawn or the tech level of the faction they were originally with, as one of the new factions in HardcoreSK is Asari, but a few of the others are human. Thanks :) EDIT: Didn't make it clear, i'm willing to make this edit myself if possible :)
@Quaaid The existing medieval to industrial+ transition check is based on the faction of the person that joined your colony, so that modders got a choice.
I wasnt planning on locking researches, but it could be interesting to require colonists with the techlevel to research any techs of techlevel X or below - that could be a new difficult increase which some people would definitely enjoy.
I dont have much time right now, but if you want to check out the code, its on github. https://github.com/RimWorldMod/Tech-Advancing
feel free to fork it, play with it and then make a pull-request when you are happy with the result. But please keep in mind that it should be kept simple-ish so its easy to grasp what every setting does.
Anyone tried this with the mulitplayer mod?
About to start a medieval co-op game and would love for this to work. Cheers.
Hey, I want to know if I can try to do a french translation of your mod :) Answer me if you want I do, or not.
Quote from: Kg, ça pèse on April 05, 2019, 03:26:06 PM
Hey, I want to know if I can try to do a french translation of your mod :) Answer me if you want I do, or not.
Yes, that would be great, could you add the translation as a pullrequest on the github repo?
https://github.com/RimWorldMod/Tech-Advancing
Quote from: GHXX on April 05, 2019, 03:39:36 PM
Quote from: Kg, ça pèse on April 05, 2019, 03:26:06 PM
Hey, I want to know if I can try to do a french translation of your mod :) Answer me if you want I do, or not.
Yes, that would be great, could you add the translation as a pullrequest on the github repo?
https://github.com/RimWorldMod/Tech-Advancing
I will be honest, I didn't really understand how to do :/
Quote from: Kg, ça pèse on April 07, 2019, 01:40:38 PM
Quote from: GHXX on April 05, 2019, 03:39:36 PM
Quote from: Kg, ça pèse on April 05, 2019, 03:26:06 PM
Hey, I want to know if I can try to do a french translation of your mod :) Answer me if you want I do, or not.
Yes, that would be great, could you add the translation as a pullrequest on the github repo?
https://github.com/RimWorldMod/Tech-Advancing
I will be honest, I didn't really understand how to do :/
Can i add you as a Steam friend?
Quote from: GHXX on April 07, 2019, 01:43:28 PM
Quote from: Kg, ça pèse on April 07, 2019, 01:40:38 PM
Quote from: GHXX on April 05, 2019, 03:39:36 PM
Quote from: Kg, ça pèse on April 05, 2019, 03:26:06 PM
Hey, I want to know if I can try to do a french translation of your mod :) Answer me if you want I do, or not.
Yes, that would be great, could you add the translation as a pullrequest on the github repo?
https://github.com/RimWorldMod/Tech-Advancing
I will be honest, I didn't really understand how to do :/
Can i add you as a Steam friend?
Yes sure my steam name is kg_ca_pese. But maybe it will be easier just to send an email, because I have never paid anything on steam, so I didn't spend the 5$ to be able to add friends :-\
Exceptionaly in french :
"Kg, ça pèse" si jamais je peux t'aider ou à communiquer avec GHXX ou pour faire le "pull-request" sur Github. N'hésites pas l'ami. Peace
Translation :
"Kg, ça pèse" if I can help you out to better communicate with GHXX or do the pull-request on Github, do not hesitate to contact me.
Quote from: kaptain_kavern on April 08, 2019, 08:06:15 AM
Exceptionaly in french :
"Kg, ça pèse" si jamais je peux t'aider ou à communiquer avec GHXX ou pour faire le "pull-request" sur Github. N'hésites pas l'ami. Peace
Translation :
"Kg, ça pèse" if I can help you out to better communicate with GHXX or do the pull-request on Github, do not hesitate to contact me.
Yes, it can be very cool and helpful ;)
Translation is added to github, thanks again, @Kg, ça pèse.
I'll publish a new build tomorrow.
Edit: Just pushed the new build.
Multiplayer support is now added!
So i've been playing with this mod for a while, and only now noticed, that the mod works fine when tech advancing from tribal. You get increased costs on higher tech levels, until you research your current level, and so on. However, when i get to industrial level (or if i have it at the start), ALL costs are x1. I mean, i don't have the increase on spacer technologies,
and i don't have those costs reduce, when industrial technologies are all complete. Same with ultra techs. I don't believe this is intended behavior, but even if it is, is it optional somehow?
Thank you for reporting the bug. It's fixed now (along with a config-saving-issue). :)
New update, which overhauls some stuff and adds the ability to block researches that are more advanced than your techlevel.
Pushed a hotfix for ResearchPal interaction
Rolled back the blocking research feature as it was causing issues with multiple mods because of different issues on their side.
Quote from: GHXX on January 23, 2020, 05:49:32 PM
Rolled back the blocking research feature as it was causing issues with multiple mods because of different issues on their side.
Its re-implemented now in a similar fashion, but better!
A slider for custom research cost scaling is in now, along with a slider to configure the setting that was added in the last update.
Released a new version which should support 1.1 via multi versioning. If that doesnt work, please let me know!
As explained in the Steam comment section, i removed the multi versioning support because RW1.1 suddenly seems to load the TechAdvancing assembly which was designed to be used with RW1.0 which, as you might think, breaks everything.
Old versions (including 1.0) are available on the github page here: https://github.com/RimWorldMod/Tech-Advancing/releases
Can't open mod settings on 1.1, it's apparently bugged.
Just like CEPMatos said - something is broken. Doesn't work alone nor with libraries.
Working on a fix for that, but it seems it only happens on new worlds. Saving and reloading fixes it for now ;)
Edit: seems like i fixed the issue. Expect a fix soon. (A beta version is available on discord: https://discord.gg/NpVQ6xN )
Edit2: fix is pushed
Techadvancing supports 1.0 and 1.1 now!
Updated to Rimworld 1.2!
Hi! First of all I want to thank you for a great feature. I think the importance of this mod existance is kinda underestimated.
Don't want to bother you, but will it be hard to add an alternative rule for a tech advancing via completing the, lets say, "core" researches? I like the idea of having advancement after completing all of the previous researches, but it's a bit funky for me, that to enter a spacer "age" I need to, for example, complete Psychite tea research I've abandoned long time ago or a Piano/Royal clothes. And I'm a bit frustrated by little mods, that don't have their own tech trees thus prolonging the list of techs I need to finish to get 100%. It would be cool to have like a customizable list of tech that are needed to be researched to finish their respective tech tiers. Something similar to Don't steal my walls and Minimize everything options. It would be highly adaptable to anybody's needs. Is it possible?
I get what you mean, but i think it would be pretty annoying to make a list of researches which would bring you to Spacer or Industrial for example. There is the scenario feature that lets you unlock researches from the start and not many people use it from what i know.
There is however a good alternative in my opinion:
In the settings menu there is a new-ish feature that lets you tell techadvancing to ignore researches that are not on the main research tree. That combined with rule B should be similar to what you are looking for.
Let me know what you think :)
Yeah) That is exactly, what I'm using right now. But sadly small mods, that add 1-3 thing usually tend to over-clutter the main tech tab instead of having their own. If only everybody, who doesn't want to make their own tabs used the same Misc tab, that stack up all the tables mods. Ah, wet dreams. For example, mods like turret collection(not to mix up with Definitely more cannons) adds like 4 additional industrial techs in the main tree, armor racks adds 2, if I recall. Just two mods - plus 6 techs to get to spacer and like 7-8 more to solidify spacer via 50% rule(till the time mods add something spacer in the main tech tree). Actually it won't be hard to make your own list if by default there will be only vanilla techs from the main tab to start with and then you can add or delete as you like. And even if making "from scratch" it's not that long to make a list, because you can add just the pinnacles of your tech branches. Lets say multianalizer tech cover about 1/3 of the whole tech before spacer, so you can add like 5 per tier and cover pretty much everything vanilla. I get your point about everybody's being lazy(I actually had no idea, that there's some additional hidden options on game start. Having tech to build generators from the start is sooo cheaty), but giving an option to choose is like the foundation stone of the whole modding. This mod is like infinite times better, than vanilla nothing, so it's great as is, but I don't think I'll be the only one to appreciate this function. Anyway, I hanged out the idea in the air, so it's your choice to go for it or not. Thx for the mod anyway :)
Ill be honest with you, it does sound like a good chunk of work to get it working as you describe, so i dont think its going to happen unfortunately. But who knows, maybe one day :P
Thanks for suggesting it though.
I'm not familiar with C(only Lua-ish game engines) and Rimworld modding, so I have no idea how much of a work this'll take, but I appreciate, that you spend time to get the feedback and ideas ;) Like you said, maybe one day.
Ohhh. Actually one more question. If I manage to understand how this whole thing works and add a standalone mod with a "rule"(not the list I've mentioned, something a lot simpler and smaller), that makes the tech level advance - will it still be compatible with your mod? Does it have to depend on it, or I can just add my own script, that will change tech level to what I want parallel to your rules? Hope my question makes sense. I don't need to use translators, though it's kinda hard to form my idea around some special terms :-X
Uuuhh, you could make it a standalone mod, or i could possibly add an API that lets you quite easily add custom rules via mods. Also the programming language that rimworld was made in is C#.
Edit: If we went the API route then your mod would need to depend on techadvancing.
Oh, ok. I'll try to dig in it than. There's no point bothering you for compatibility tweaks, if I won't be able to pull off this.
BTW I can provide Russian localization if you need one. I don't really see the point, but there's usually someone wining about mods not supporting their local languages.
Quote from: Blackraven6 on September 03, 2020, 03:56:02 AM
BTW I can provide Russian localization if you need one. I don't really see the point, but there's usually someone wining about mods not supporting their local languages.
I have actually just merge the russian translation into the project. Im guessing that was you?
Nope. Guess someone of fellow translators was faster to upload. Gonna check it out though, in case someone just google translated the whole thing.
UPD at first glance there are few mistypes, missing letters and a few funky things.
You can use mine, if you'd like, cause fixing this half-machine translated one almost equals typing the whole thing again.
Could you submit it as a pull-request on github? https://github.com/RimWorldMod/Tech-Advancing
That way its easy to keep track of who changed what
Ok. Not sure how to do that, but I'll figure out.
I think I did it. I'm confused, did I answer your message? I think I sent it and it just vanished. Do I have to be able to see the reply there?
When you take a look at
https://github.com/RimWorldMod/Tech-Advancing/pulls
you see your request.
Now you just need to wait that he accept it.
Quote from: Blackraven6 on September 05, 2020, 07:41:46 AM
I think I did it. I'm confused, did I answer your message? I think I sent it and it just vanished. Do I have to be able to see the reply there?
You havent replied to my second personal message, no. Your pullrequest is on hold for now until you reply :P
Update: You can now enable ignoring of research projects that require techprints (a dlc feature).
Updated to 1.3!
Update: You can now set default values using the mod-settings menu by accessing it from the main menu.
Update: Fixed minor issue where Rule A would return techlevel 0 when all unignored projects have been researched.
Updated to 1.4
Fixed a small bug regarding improperly registered research projects and updated the simplified Chinese translation.