RimWorld

RimWorld

Tech Advancing
1,459 Comments
Ender's games Jun 3 @ 3:05am 
@GHXX thank you, I didn't know about that option in the techadvancing config menu. Problem solved for my part.
GHXX  [author] Jun 3 @ 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] Jun 3 @ 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 Jun 2 @ 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 May 24 @ 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] Apr 11 @ 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 Apr 11 @ 8:44am 
Is there a way to adjust the position of the icons?
crashfly Apr 7 @ 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 Apr 7 @ 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 Mar 31 @ 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
Liquorice Mar 29 @ 12:59am 
@TumbleElf do you mean it doesnt function with the anomaly tech tree?
GHXX  [author] Mar 24 @ 7:19am 
I cant look into that unfortunately as i dont have that dlc, but anyone is welcome to contribute a fix via a pullrequest over at https://github.com/RimWorldMod/Tech-Advancing
TumbleElf Mar 24 @ 1:27am 
just a heads up this doesnt work with anomaly, all the research values are incredibly low. other than that this mod is great
GHXX  [author] Mar 19 @ 5:14am 
Thanks, everyone :)
joester610 Mar 16 @ 4:47pm 
Oh my, I don't remember this being nearly as popular. Maybe giving awards does do something after all!
GHXX  [author] Mar 14 @ 3:50am 
Hmm not sure, i never had any integration in place for any research tree mods and it always worked just fine, so perhaps they changed something on their end, might be best if you got in touch with them and if they need something they can patch Techadvancing or add some code via a PR
Rubber Ducky Mar 14 @ 2:44am 
@smilebrandon It's a research tree issue it looks like
smileBrandon Mar 14 @ 2:36am 
Getting the error: "[ResearchTree]: TechLevelBounds called before they are set." when I adjusted TechLevel config mid-game and trying to open the research tree. It results in a blank research tree using the mod Research Tree (Continued): https://steamcommunity.com/sharedfiles/filedetails/?id=3030499331 . Works fine with vanilla research tree.
Rubber Ducky Mar 10 @ 9:55pm 
@GHXX They make it work with any tech advancing mod, so after testing it works fine depending on the settings
Kittinpaws Mar 10 @ 12:56pm 
omg thank you for this mod! I assumed that in vanilla the colony's tech level would eventually increase as they learned more tech above their level, my recent playthrough with the tribal start made me realize that this isn't the case, which is dumb imo.
GHXX  [author] Mar 6 @ 3:43pm 
i dont know
Rubber Ducky Mar 6 @ 11:46am 
does this work with tribals from VFE?
Mike Feb 24 @ 10:28pm 
I have confirmed it is not this mod.
GHXX  [author] Feb 24 @ 10:04pm 
Shouldnt be this one. This one only adds a tiny button to the left-techtree window and thats it :)
Mike Feb 24 @ 9:36pm 
Not sure if it's this mod or another but my tech tree has changed. I don't get a preview of what a tech unlocks and if I click a tech it just opens up it's description up. over the tech tree disallowing me from checking my tech tree while I am researching a tech. Gonna be running some tests in a minute.
GHXX  [author] Feb 23 @ 10:39am 
:D
Grodi Feb 23 @ 1:37am 
great mod
GHXX  [author] Feb 6 @ 4:39am 
(just in case, this is only relevant if you got the medieval opt-in setting enabled. Otherwise you most likely missed a tech, check the last tab of the mod's config menu)

Basically, iirc, the way it works, if a pawn joins your colony whos faction has a tech level >= industrial, then the restriction is lifted. Id assume pod crashers dont count, as they dont belong to any faction, hence dont have a tech level associated with them.

My suggestion is to recruit a raider (of an industrial or higher faction), for instance, and that should then count. If the ancients do have an industrial techlevel, it should have counted if they joined your colony. It should not have counted if they were in your colony from the start of the game. Upon successful recruiting you will receive a letter.
Futanakadashi Feb 5 @ 9:00pm 
what level of industrial pawn do i need in my colony to advance from med to ind? I can swear i have multiple ind level pawns yet i cant advance even with all techs researched. Do ancients not count? drop pod crashes from ind level colonies space ship crashes etc
GHXX  [author] Jan 29 @ 9:23pm 
Ah, there is a setting that lets you ignore techs of the "undefined" techlevel, and thats on by default, so they should be ignored :)
Corvus Jan 29 @ 9:22pm 
Oh, thanks! I just checked, and they're all under undefined.
GHXX  [author] Jan 29 @ 9:15pm 
I dont have the anomaly DLC, so i cannot answer that directly, but you should be able to check the techadvancing config menu tab that tells you which projects you still need to research. If it is neither ignored nor already researched, it should be listed there i believe.
Corvus Jan 29 @ 8:20pm 
Is anomaly research counted by this mod?
Cosmosteller Jan 27 @ 9:59am 
Oh, sorry, I misunderstood the meaning of B. I thought it was a separate logic. shame on me... Thanks!
GHXX  [author] Jan 27 @ 9:28am 
Thats precisely what rule B is for :)
Cosmosteller Jan 27 @ 8:48am 
'Condition A: If you researched all projects of techlevel X and below , then the techlevel rises to X+1'

Here, it would be good to be able to set the condition to 'a certain percentage of projects' instead of 'all projects'.
GHXX  [author] Jan 27 @ 7:31am 
What would you like to customize about it?
Cosmosteller Jan 27 @ 4:36am 
It's a really nice mod.
If there's only one thing I'd like to ask, would it be possible to change condition A to be customizable as well?
GHXX  [author] Jan 16 @ 8:28am 
If you mean the tabs on the vanilla techtree (outside of the Techadvancing config menu), techadvancing does not touch that.

Possibly you could use a mod that reworks the techtree gui, such as ResearchPal. That might fix your issue, but i dont know. I havent used it.
Cerauno Ashe Jan 16 @ 4:46am 
Specifically the tabs you select for each mod. I have so many mods that the tabs are all full and I, ironically, can't research complex furniture.
GHXX  [author] Jan 14 @ 9:09pm 
Where specifically?
Cerauno Ashe Jan 14 @ 8:50pm 
Is there a scroll bar for tech's? Because some of it isn't showing up since the UI is full already.
GHXX  [author] Jan 5 @ 3:05pm 
You can already access it through the mod settings menu too :)
keep in mind though that, if you access it from the main menu (i.e when you are not playing in a world), you will be editing the *default* settings. But if you are sccessing it while in a world it will bring up the exact same menu as the button in the research tree.
Neosuduno Jan 5 @ 12:51pm 
Just wondering if the mods setting could be set so it is accessed in the mod menu rather than the research tree. I say this because it seems that it is incompatible with any mods that change the research tree for only that function.
GHXX  [author] Dec 2, 2024 @ 10:05am 
@KetchupAddict, as @crashfly suggested, enabling the option to ignore research thats not on the main tab (i think this setting is located on the second tab of the techadvancing config screen, maybe on the 3rd) should drastically cut down the amount of research taht you have to do. If it is still too tedious you could also decrease the percentage of rule B so that you have to research less than 50%
crashfly Dec 1, 2024 @ 8:05pm 
@KetchupAddict - it would depend on if the technologies are on the main page or their own separate tab. if they are on a separate tab, there is already an option to ignore all tech except what is on the main tech page.
KetchupAddict Dec 1, 2024 @ 8:01pm 
Not sure if this has been asked for before, but is it possible to add a Condition C or something where you advance to the next technology level if you research the "critical" technology like electricity for industrial and so on? Because if you have a long list of mods, researching even 50% technology of an certain level is going take pretty much forever
Rooknewb Nov 12, 2024 @ 1:39pm 
Uh, nevermind. It is from Vanilla Factions Expanded - Tribals.
GHXX  [author] Nov 12, 2024 @ 1:33pm 
what is the technology cornerstone?
Rooknewb Nov 12, 2024 @ 1:30pm 
Did you remove the technology cornerstone, or did I mess up the settings for this mod? If I did mess up the settings, could you let me know how to turn it back on please?