Ludeon Forums

Ludeon Forums

  • October 18, 2019, 06:48:32 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 10 11 [12] 13 14

Author Topic: [1.0] Tech Advancing (1.8.11)  (Read 182334 times)

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [B18] Tech Advancing (1.8.4)
« Reply #165 on: 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).

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [1.0 / B18] Tech Advancing (1.8.5)
« Reply #166 on: 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!  :)

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [A19] Tech Advancing (1.8.6)
« Reply #167 on: 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!

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #168 on: 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.

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #169 on: October 21, 2018, 11:26:27 AM »

Tech advancing now got a translation for SpanishLatin, thanks to @CANALETA

bigheadzach

  • Colonist
  • ***
  • Posts: 151
  • Refugee
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #170 on: November 11, 2018, 09:59:41 AM »

An error on loading a savegame:
Code: [Select]
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:
Code: [Select]
<?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.)
Logged

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #171 on: 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.
« Last Edit: November 11, 2018, 01:49:08 PM by GHXX »
Logged

crusader2010

  • Colonist
  • ***
  • Posts: 482
  • Starship Captain
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #172 on: November 26, 2018, 05:34:39 PM »

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.
Logged
My mod pack: {A13} Mod Mega Pack

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #173 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 ;)

crusader2010

  • Colonist
  • ***
  • Posts: 482
  • Starship Captain
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #174 on: November 27, 2018, 04:47:54 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!
« Last Edit: November 27, 2018, 04:51:44 PM by crusader2010 »
Logged
My mod pack: {A13} Mod Mega Pack

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #175 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!

crusader2010

  • Colonist
  • ***
  • Posts: 482
  • Starship Captain
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #176 on: November 28, 2018, 01:13:13 AM »

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?
Logged
My mod pack: {A13} Mod Mega Pack

Ky6000

  • Muffalo
  • *
  • Posts: 7
  • Refugee
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #177 on: January 02, 2019, 05:27:19 AM »

The research speed penalty was removed from one of the latest updates, is there a way to get this back?
Logged

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [1.0] Tech Advancing (1.8.7)
« Reply #178 on: 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.
« Last Edit: January 02, 2019, 11:47:34 AM by GHXX »
Logged

GHXX

  • Drifter
  • **
  • Posts: 96
  • Tinkering with C# all night
    • View Profile
Re: [1.0] Tech Advancing (1.8.8)
« Reply #179 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.
Pages: 1 ... 10 11 [12] 13 14