1,976 ratings
Tech Advancing
Mod, 1.0, 1.1, 1.2, 1.3
File Size
2.940 MB
Jul 31, 2016 @ 2:14pm
Sep 29 @ 8:25pm
75 Change Notes ( view )

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Tech Advancing

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:

Link to the Tech Advancing Discord server:

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
duduluu, BOX : Chinese (traditional and simplified)
MMAciek : Polish
Blackraven6 : Russian
Popular Discussions View All (4)
Aug 28 @ 8:28pm
Feature Requests / Bug Reports
Feb 15 @ 9:28am
More info?
Feb 19 @ 7:12pm
How does this mod work?
Herth Gromby
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GHXX  [author] Nov 24 @ 4:23pm 
Sure, that would be great, im just not sure when i can fix it, if it is a TA issue
Bear Nov 24 @ 11:54am 
@GHXX If I find out what mod is causing the bug, I'll let you know. I add a few each run and remove a few. I can go back to an older save I know worked and see if I can figure it out. It's not a huge deal, it's not like I have a big deal to micro, there are three or four events in the entire game.
GHXX  [author] Nov 23 @ 9:14pm 
i dont think it updates
Evelyn Nov 23 @ 6:22pm 
Does it update your faction icon to the proper tech level, or do you stay a little tribal symbol even if you get up to spacer tech? :P
GHXX  [author] Nov 22 @ 4:25am 
That is quite weird and might be a conflict. Could you possibly track this conflict down?
Bear Nov 21 @ 8:10pm 
I have used this mod for at least a year, and I know what you're talking about, and that happened early on, but this is different. I could slide the "percentage researched" and it would change if I exited. But if I say slit it to 1% low, researched something in the proper level tech and it wouldn't change until I entered the mod config and then exited. Like it wasn't automatic anymore.
GHXX  [author] Nov 20 @ 2:56pm 
what base-techlevel did techadvancing detect? That is the topmost techlevel mentioned in the config panel. In your case auto-detect should have detected neolithic, but sometimes, especially when mods re-write some faction definitions, it may detect industrial instead which would explain your issue.
Bear Nov 20 @ 1:11pm 
I can say I started at neolithic and It didn't advance me to medieval, industrial or spacer just as I described. I'm not saying there's an issue because it could easily be a conflict. I was just making sure I wasn't being dumb. It always worked before 1.3 and Ideology.
GHXX  [author] Nov 18 @ 4:10pm 
There is a bug where your techlevel stays the same if oyu reload a map, so maybe this is interfering with that, but this is very minor as it only affects you if you play a map, and then load a different one. But as far as the notification goes, it should work in all cases.Possibly you didnt get a notification because you already were at this techlevel? e.g. you play as colony and "advanced" from neolithic to medieval, which wouldnt actually be considered an increase since you were industrial the whole time.
Bear Nov 18 @ 10:57am 
I'm not getting the notification or the advancement when I research past the setpoint (50% from "B") to get to the next tech level. If I go into the mod setting and check, it shows my new tech level and when I exit it updates it, but if I don't, it never does regardless. I can prove it didn't because in research the points went way down directly after. If I reload a save immediately before I go into mod settings, they're still high.

I'm not saying there's a problem with your mod because I have a ton of mods, I'm just asking if I missed something?