Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - GHXX

#31
Releases / Re: [1.0] Tech Advancing (1.8.7)
January 02, 2019, 09:58:35 AM
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.
#32
Releases / Re: [1.0] Tech Advancing (1.8.7)
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!
#33
Releases / Re: [1.0] Tech Advancing (1.8.7)
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 ;)
#34
Releases / Re: [1.0] Tech Advancing (1.8.7)
November 11, 2018, 01:34:09 PM
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.
#35
Releases / Re: [1.0] Tech Advancing (1.8.7)
October 21, 2018, 11:26:27 AM
Tech advancing now got a translation for SpanishLatin, thanks to @CANALETA
#36
Releases / Re: [1.0] Tech Advancing (1.8.7)
October 02, 2018, 12:05:15 PM
TA is now updated for 1.0. The download link is contained in the original post. The Steam version is still A19.
#37
Releases / Re: [A19] Tech Advancing (1.8.6)
August 28, 2018, 10:08:53 AM
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!
#38
Releases / Re: [1.0 / B18] Tech Advancing (1.8.5)
June 19, 2018, 02:35:41 PM
Enjoy the 1.0 update!
I haven't done much testing, but it should all still work. Let me know what you think!  :)
#39
Releases / Re: [B18] Tech Advancing (1.8.4)
March 11, 2018, 04:12:56 PM
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).
#40
Releases / Re: [B18] Tech Advancing (1.8.4)
March 10, 2018, 08:52:36 PM
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?
#41
Releases / Re: [B18] Tech Advancing (1.8.4)
January 29, 2018, 12:53:04 PM
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!
#42
Releases / Re: [B18] Tech Advancing (1.8.3)
January 29, 2018, 11:56:34 AM
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
#43
Releases / Re: [B18] Tech Advancing (1.8.3)
January 13, 2018, 07:58:59 AM
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!
#44
Ideas / Re: Tech Tree Advancing
January 06, 2018, 11:11:49 PM
It's back :P (just click the link below)
#45
Releases / Re: [B18] Tech Advancing (1.8.3)
January 06, 2018, 10:59:17 PM
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! :)