Started by GHXX, July 31, 2016, 04:53:24 PM
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 22.214.171.124) Fixed issue where Rule A would return techlevel 0 when all unignored projects were researched.Update 19.09.21 : (Version 126.96.36.199) 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 188.8.131.52) Updated to 1.3.Update 19.03.21 : (Version 184.108.40.206) Added setting to ignore researches that require techprints.Update 05.09.20 : (Version 220.127.116.11) Fixed russian translation again.Update 05.09.20 : (Version 18.104.22.168) Fixed russian translation.Update 04.09.20 : (Version 22.214.171.124) Added russian translation.Update 10.08.20 : (Version 1.9.6) Updated to 1.2. Optimized Multiversion-build-process.Update 22.07.20 : (Version 126.96.36.199) 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 188.8.131.52) 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 184.108.40.206) 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 codeUpdate 07.02.20 : (Version 220.127.116.11) Cleaned up some codeUpdate 23.01.20 : (Version 18.104.22.168) 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 22.214.171.124) Hotfix for breaking ResearchPal's search feature and updated french translation translationUpdate 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 translationUpdate 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"
Quote from: Pokk720 on July 31, 2016, 10:22:55 PMI'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: tehchanman on August 01, 2016, 05:35:53 AMi 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: stigma on August 01, 2016, 09:40:31 PMThis 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: tehchanman on August 01, 2016, 09:45:49 PMQuote from: stigma on August 01, 2016, 09:40:31 PMThis 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?-StigmaI 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: Stoh on August 03, 2016, 10:38:43 AMHey, 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.