2,626 ratings
Tech Advancing
Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
3.795 MB
Jul 31, 2016 @ 2:14pm
Jan 19 @ 2:07pm
77 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
farevell : Chinese simplified
duduluu, BOX : Chinese (traditional and former simplified version)
MMAciek : Polish
Blackraven6 : Russian
Popular Discussions View All (6)
Mar 6 @ 12:51pm
Feature Requests / Bug Reports
Dec 7, 2022 @ 9:58pm
Got this error
Darth Tater
Jun 30, 2022 @ 9:35pm
More info?
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Alexander Zagirov May 31 @ 2:23pm 
This was… unexpected… After going through my modlist section by section finally figured out the culprit. “Better Scenario Research and Tech Level Options”. I don’t get it… Tech Advancing is even in that mod’s recommendations. It seems like that mod also somehow affects faction level on game load. Tried loading it before and after Tech Advancing but result is the same – it breaks faction level calculation on save game load. You probably should list it as incompatibility after testing yourself.
Alexander Zagirov May 31 @ 12:55pm 
Yeah… there is definitely a culprit here. Loaded your mod with only base game and DLCs and everything works fine on a new game. Well… I have around 500 mods installed… this will take some time to figure out.
GHXX  [author] May 31 @ 11:37am 
it does run on save load iirc, but maybe there is indeed a mod thats also tinkering with it.
Alexander Zagirov May 31 @ 11:27am 
As a suggestion to fix this for people like me maybe you can run tech level setting script on save load according to mod settings. I understand that this would be more of a “band aid” fix, but better than nothing.
Alexander Zagirov May 31 @ 11:22am 
I’m loading the exact same save :)
Playing a “vault” scenario right now from VFE – Ancients. Their starting faction is “new vault” and default tech level is “spacer”. Right now, I’m finishing medieval research projects, but after reloading my save tech level goes back to “spacer”. Before saving it’s “medieval” (after finishing some project, or going to mod settings and manually changing and saving it there), but after loading exact same save it’s “spacer” again. Honestly, if it’s only my problem then I will need to go through mod list to find which mod exactly causing this conflict, but I can’t even think of anything that may f*ck up process of writing tech level value to a save file.
GHXX  [author] May 31 @ 10:55am 
I know you said you are not a noob, but i do want to point out that the config is per-map, so if you load a map that didn't have the techlevel set explicitly (i.e you load your map, set the techlevel, save, and then load the previous save that didnt have the setting set) then you would still encounter this behavior
GHXX  [author] May 31 @ 10:53am 
Hmmm, there is one bug in there since like some rimworld alpha version where the techlevel stays when loading a different save (maybe even the same one), but that should only affect the base techlevel thus setting it in the config menu should fix it.
If you able to reproduce this issue in a new vanilla world (tribal, colony, lone survivor, or alternatively a scenario), ideally without dlcs (or with just the royalty dlc as thats the only one i got), while also explicitly setting the base techlevel, please let me know the exact steps and ill look into fixing it once i got time.
Alexander Zagirov May 31 @ 12:56am 
@GHXX, I'm not a noob :) Tried literally everything with setting, even looked through save file’s xml to figure out if tech level is saved there or not. After setting tech level through mod settings, it changes according to rules, it also changes after completing a tech project. But after saving and reloading tech level is back to default one. The only xml tag related to tech level I found is this one: “<li Class="ScenarioFactionTechLevel.GameComponent_ScenarioFactionTechLevel" />”, and it’s empty as you can see. Also, I don’t think I have any mods that can affect anything related to tech level except this one.
GHXX  [author] May 30 @ 2:45pm 
Try setting the base-techlevel explicitly in the TA config menu (either accessing it via the button in the top-right conrer of the left window of the VANILLA research tree; OR via the mod settings menu (both while playing on a map)). The techlevel can be set via the three radiobuttons (circles) at the very top of the first menu page.
Alexander Zagirov May 30 @ 2:05pm 
For some reason tech level resets to default one after every save reload.