RimWorld

RimWorld

3,097 ratings
Tech Advancing
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
4.886 MB
31 Jul, 2016 @ 2:14pm
19 Jul, 2024 @ 10:02am
80 Change Notes ( view )

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Tech Advancing

Description
This mod advances the Tech-level of the colony once certain conditions are met. Even including rules that can be customized.
Also allows you to:

• Scale the cost of all techs
• Scale the cost of techs that are above your techlevel
• Apply a discount for techs that are below your techlevel

All those features are customizable too!

When does the Techlevel get improved?

Once one of the two Conditions(either A or B) is fulfilled:
Condition A: If you researched all projects of techlevel X and below , then the techlevel rises to X+1
Condition B: If you researched more than 50% of the projects with the techlevel Y, then the techlevel rises to Y


How to install:

Subscribe to this mod.
Rimworld should now download the mod.
Go to the Mods menu, and enable Tech-Advancing.

You can configure the whole mod by accessing the configuration-menu. You can open the menu by clicking on the config button below the research-progress-bar. Alternatively you can access it through the mod-options menu.

If you have any questions, please read the full FaQ on the forum post linked below. (You can find a small FaQ at the bottom of this description)

Version history (changelog), alternative downloads, license, and other things are located in the forum post liked below.

FaQ (the most important questions):

Q: Is this mod compatible with existing saves?
A: Yes it is.

Q: How can I contact you?
A: You can either look for GHXX#9078 on discord, or leave a comment here. Alternatively you could send me a PM on the ludeon forums.

Q: Does this mod work with X and Y?
A: Try it and let me know if it doesn't. I simply cannot try every mod combination, but as far as I know there shouldn't be any incompatibilities.

-------------------------------------------------

Link to the forum-post:
https://ludeon.com/forums/index.php?topic=22598

Link to the Tech Advancing Discord server:
https://discord.gg/NpVQ6xN

Spacial thanks to Andreas Pardeike aka Brrainz for the "Harmony" library http://github.com/pardeike/Harmony

Thanks to the following users for making one or more translations for this mod:
CANALETA : Spanish (both)
Amanore : French
farevell : Chinese simplified
duduluu, BOX : Chinese (traditional and former simplified version)
MMAciek : Polish
Blackraven6 : Russian
Popular Discussions View All (6)
300
24 Feb @ 1:06pm
Feature Requests / Bug Reports
GHXX
9
30 Jun, 2022 @ 9:35pm
More info?
BlackCorsair
10
19 Feb, 2021 @ 7:12pm
How does this mod work?
Gas Can
1,459 Comments
Ender's games 3 Jun @ 3:05am 
@GHXX thank you, I didn't know about that option in the techadvancing config menu. Problem solved for my part.
GHXX  [author] 3 Jun @ 12:14am 
[1/2]
@Ender's games, @AnimeKingUwU (sorry for the late reply)
Hmm, yea, in vanilla up until a few years ago, there used to be a text in the research description panel that told you the level fo the current techproject you are looking at, though you still had to click through each one to find the one you are missing which was rather annoying - i am guessing that is the reason why you are asking; If you are only interested in finding the remaining techs of a certain techlevel, you can go into the last tab of the techadvancing config menu (accessible via the little techadvancing icon in the top right corner of the research project description panel), orr via the mod-settings (while playing on a map, not while in the game's main menu)

If you want this icon for a reason other than knowing what researches are left for a certain techlevel, please let me know said reason.
GHXX  [author] 3 Jun @ 12:14am 
[2/2]
As far as integration with other mods go, all research projects that are in the game are taken into account (unless mods explicitly opt out of it, or the research is otherwise ignored according to techadvancing settings), so i am not sure what exactly you are requesting here
Ender's games 2 Jun @ 11:44pm 
Hi, thanks for the mod, first of all. It would be great if there would be some visual aid to tell you what research belongs to which level. I know it's supposed to be straight forward but still the aid would be great.

And then, if (and this is a big IF) said aid could have some integration with some other mods that offer new research... but that would probably be for other mods to do.

Anyway, thanks. Great work.
AnimeKingUwU 24 May @ 12:35pm 
Can we get a feature where each tech has a little icon of what level it is? It's very hard to determine it when I haven't played vanilla in years and have 100+ mods.
GHXX  [author] 11 Apr @ 11:54am 
Which icons? If you are referring to the one thats in the top right corner of the left section of the vanilla research tree, then no.
But as this one gets hidden when using other tech trees, you can access it via the vanilla mod settings menu while playing on a map.
OrAZion 11 Apr @ 8:44am 
Is there a way to adjust the position of the icons?
crashfly 7 Apr @ 5:51pm 
@Omniburg - short answer: possibly
long answer: depends on how you have the settings setup. you can have it set to ignore all other pages other than the main tech page. so if the mod adds to the main tech page, you will likely need to research it. if it is on a separate page, then you will probably not need to research all of it.
Omniburg 7 Apr @ 5:26pm 
does this mod take into account new technologies introduced by other mods? for example, if a mod introduces new spacer techs, do i need to research all/half of those too in order to advance to ultratech?
TumbleElf 31 Mar @ 5:30pm 
Yeah with the anomaly dlc, the whole tree counts as a tech level that doesn't exist. And it applies the tech discount to it, which makes each project cost only 1-3 points. Idk how to fix it so I just disabled anomaly