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Messages - GHXX

#61
Releases / Re: [A17] GHXX's Tech Advancing (1.7.5)
August 23, 2017, 11:48:54 AM
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.
#62
Releases / Re: [A17] GHXX's Tech Advancing (1.7.5)
August 02, 2017, 04:17:55 PM
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!
#63
Releases / Re: [A17] GHXX's Tech Advancing (1.7.5)
August 01, 2017, 12:18:58 PM
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!
#64
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
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?
#65
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
July 20, 2017, 01:34:23 PM
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
#66
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
July 20, 2017, 01:32:11 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 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.
#67
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
July 17, 2017, 12:02:45 PM
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..
#68
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
July 16, 2017, 08:10:26 AM
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!
#69
Please check your PMs.
#70
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
July 05, 2017, 05:11:44 AM
Please check your PMs.
#71
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
June 29, 2017, 10:38:47 AM
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 :-\
#72
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
June 28, 2017, 02:17:35 PM
Fixes!
Looks like there was a mistake in the English and Chinese translation. The English one is fixed now. Chinese will follow soon-ish.
#73
Releases / Re: [A17] GHXX's Tech Advancing (1.7.3)
June 19, 2017, 06:43:36 PM
Would you mind leaving this thread alone? Thanks for trying to help, but it doesnt look like its working out for anyone.
#74
Releases / Re: [A17] GHXX's Tech Advancing (1.7.3)
June 18, 2017, 01:16:03 PM
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.
#75
Releases / Re: [A17] GHXX's Tech Advancing (1.7.2)
June 16, 2017, 05:59:25 PM
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.