RimWorld

RimWorld

Tech Advancing
1,512 Comments
GHXX  [author] Aug 29 @ 7:39pm 
you can use ruleB for that
Tegga21 Aug 29 @ 7:16pm 
Can we have a 75% to advance x+1 option? With vanilla mods add too many techs
haeZen Aug 23 @ 5:54am 
@Green Slime - Are you using VFE storyteller Maynard Medieval, by chance? That storyteller increases research costs based on how many techs you've researched.
GHXX  [author] Aug 17 @ 11:05am 
the mod should not increase research cost with default settings
Green Slime Aug 17 @ 10:23am 
is there no setting to disable "increase research cost when there's X amount of research completed"?
Green Slime Aug 17 @ 10:15am 
works fine on new save, restart game, research cost increases again "due to the amount of completed research" even though that setting is supposed to be disabled unless I'm just not understanding how this mod works.
Green Slime Aug 13 @ 11:11am 
no issue when just this mod is enabled, and with VE and the DLCs. no issue with DMS added as well or Rim Effect. kinda confused as to what caused it. i managed to fix it somehow with the full modlist enabled this time, but had to change a few stuff on the mod option and restart game.
GHXX  [author] Aug 13 @ 9:09am 
could you please try to see if you can reproduce the issue without (some of) those mods? I did push an update on the 11th but that should only ever make stuff cheaper and not be relevant for most people as the changed code is locked behind an opt-in setting.
Green Slime Aug 13 @ 9:06am 
It was working properly before with just Option B enabled. Then it was starting to increase the research cost even after researching just one tech where it says something about too many research unlocked. I do have DMS, VOID Faction, VE, and a few qol mods like Dubs Hygiene and RT Mod which adds more tech to the research tab. It only started happening after I added VOID Faction and Combat Extended (Dev). Even with the setting that increases research cost by a certain percent disabled, it still increased the research cost and the tech level I was in was just industrial. Might be the number of research tech that got added from a bunch of mods I guess? that caused the formula and logic to just break... Not sure.
GHXX  [author] Aug 13 @ 8:48am 
i am pretty sure there cannot be any case where research cost increases due to you researching something. Are you running the default settings or did you change anything in techadvancing#s config? And are you able to reproduce this with just techadvancing (and preferably no DLCs)?
Green Slime Aug 13 @ 5:34am 
There might be a bug on this mod somehow, but research costs get expensive somehow even when your tech is equal to the tech you're researching.

What I mean by that is research on the industrial tree got expensive after researching tech from the industrial tree. I don't really get why that happens. It's not supposed to do that until I have other tech levels unlocked, right?

So I've been just lowering the research cost by a bit because of this kind of bug.
GHXX  [author] Aug 10 @ 8:28pm 
Ah, thats vanilla behaviour, hence why its not disabled. If you simply want each t ech to be their basecost you could set your techlevel to the maximum by just entering a large value, such as 10, for rule A and then again turning off the cost changes for every tab. That shouuuld then give you the desired effect.
Victor Aug 10 @ 8:13pm 
Yeah, I disabled it, but the research costs still get more expensive, doesn't it happen to you? I'm currently on Neolithic and the spacer tech projects are more expensive than normal, no matter what I do...
GHXX  [author] Aug 10 @ 7:45pm 
5) All (or most) options are applied simultaneously, so the checkbox you mentioned is purely there for making it even more expensive. If you do not want to modify research cost, please disable that "make research projects ... times as expensive if they are more advanced", and then simply unchecking each tab in this bottom list that you have previously mentioned before, where you can make it so that techadvancing does not affect a certain tab. You should be able to do this with a single click&drag.
Victor Aug 10 @ 7:35pm 
And the issue really only happens with the Rimlord Armor + Research Trees mod, I couldn't find out why yet, but I'll check it again eventually.
Victor Aug 10 @ 7:33pm 
Well, the problem really is that setting the multiplier to 1x should make it so the research cost stays the same regardless of tech level, but they are always multiplied for higher techlevels, for example, Starflight basics should cost 4000, but the defaulted ON option 'Apply cost modification to Main (Main)' makes it cost 10000, ignoring all other settings. This does not seem to be the intended effect.
GHXX  [author] Aug 10 @ 7:05pm 
2) the wording on that was a bit off in the current version, will be fixed in the next version (for english and german)

3) If you can reproduce that issue with only the royalty or no dlc, i can look into it (as i dont own the others), but its a purely cosmetic error, in the worst case the data on the project-info tab will be missing a project.

4) in the latest update you will now be able to click and hold one of those checkmarks/x'es and then just drag your mouse over the others, referred to as "painting". That should make it a lot more pleasent. Adding default configs for that is tricky, as the default config is meant to be used across saves, but saves may have different mods, which means different research tabs, which then would mean a different number of checkboxes and thus a different number of settings. But i think this painting-feature should help you a lot.
GHXX  [author] Aug 10 @ 6:39pm 
@Victor , regarding your messages, (1 being the oldest one, 4 being the newst one);
1) if you are editing configSimpleResearchDiscountFac you are either editing the savefile directly or you are editing the default config values (which you accessed via the main menu) Changing that value to, e.g. 25 and hitting "save defaults", and then restarting the game and looking at it again does show '25' again as a value, so the defaults appear to save correctly. When then creating a new save (which is the only time the default settings are used), this value is correctly used for the in-game settings. Restarting and reloading the save also keeps that value at 25%, so saving there works too it seems. (same when changing it to a smaller value ingame and saving&restarting the game). Could it just be that you were editing the default settings and did not start a new save, meaning they, intentionally, wont have an effect?
Victor Aug 10 @ 11:04am 
I found that the 1.5x multiplier is being applied with the 'Per-Tab Research Cost Modification Settings' check boxes, which are default ON, and don't show up in the settings file, so they need to be manually turned off for each savefile. Can you fix that? This is one of my favorite mods, been using it for years, but the settings have always been very difficult to use since it seems they are always getting reset, and just now I found that you actually need to edit them in a very basic style, in the main menu, and CLICK the save button, I was just editing them and leaving, wondering why it didn't save...
Victor Aug 10 @ 10:10am 
I found a very specific circumstance in which opening the third tab in the settings (Project Info) generates a cascade of errors, for that you need Royalty+Biotech+Research Tree(Continued) and Rimlord Armor, for some reason, it spams these lines:
[Tech Advancing] [Error] Count mismatch: 19 != 20
[Tech Advancing] [Error] Count mismatch: 9 != 8
https://gist.github.com/HugsLibRecordKeeper/a43056aa72a3322ba434afbad93690ab
Victor Aug 10 @ 7:51am 
Seems like setting the multiplier to 1X still multiplies it by 2, and disabling "Make research projects X times more expensive if they are more advanced than your faction" makes the multiplier be applied as 1.5X
Victor Aug 10 @ 7:41am 
I set the configSimpleResearchDiscountFac (-X% discount for projects below the techlevel) to 0, but it still applies the 20%, same thing with the cost multiplier, even setting it to 1 in the config file doesn't save it, it's always needed to be adjusted per save file. Seems like the settings are not saved at all, even after editing the file itself.
Swordie Aug 4 @ 11:15pm 
Works well with VFE - Tribals, you get the cornerstones still :)
Dizzy Ioeuy Aug 1 @ 1:12pm 
@GHXX WOW, ty for investigating. i actually wasn't thinking it would need or be fixed!

Thanks a ton man! As small-time modder myself (Spiderman movie vibes)... I know it can get annoying hearing about all the tiny little bugs....
Aryaltel Aug 1 @ 9:21am 
That ritual is probably from the VFE - Tribals mod, which has it's own system for advancing player faction tech via ritual. You don't need this mod if you're using Tribals unless you want to advance early. You might miss the cornerstone if you do, though.
Mostima Aug 1 @ 9:11am 
Oh the ritual I meant was the "Advance to X era" that normally appears on a table. But I can try fiddling with options. Haven't touched 1.6 much since still waiting on some other mods to update.
Eventide Aug 1 @ 8:35am 
Yeah could always set it so you need to research everything in a tech level to advance. But I suppose adding a ritual or something you have to do to progress instead of it happening automatically could be interesting as an option
GHXX  [author] Aug 1 @ 8:14am 
I am not sure what ritual you are talking about, but you could change the rules A and B around so that you need to do more research before advancing i suppose. (i.e by upping rule B's percentage)
Mostima Aug 1 @ 8:12am 
Unsure if this was already an option, so if it is just let me know. But would it be possible to have something that prevents automatically teching up and having to do the ritual to do so? Would he helpful if you want to stay at a certain tech level a bit longer.
GHXX  [author] Aug 1 @ 4:31am 
It was indeed broken, not sure why and not sure since when, but now it should work again :D
Thanks for reporting
Dizzy Ioeuy Jul 31 @ 8:14pm 
Does it not respond to newly joined if I spawn them in? IDK... it seems to not function. Not a huge deal as I can deactivate it, but was a fun hurdle to imagine overcoming.

Oh interesting on the space refugee. Seems to me just anyone not tribal should do it though. Thanks for the response.
GHXX  [author] Jul 31 @ 6:10pm 
that medieval limit thing only triggers when a new pawn joins your colony that is not medieval. So the existing pawns do not matter, it did work a few rimworld version ago, dunno if it is currently bugged. I believe in the past i tested it with devmode by spawning a pawn that has a faction that has a >=industrial techlevel and there it worked. Space refugee does not work i believe as they are factionless iirc.
Dizzy Ioeuy Jul 31 @ 5:08pm 
When I select limit tech level to medieval until you have a pawn who is not Tribal, the tech level never goes past medieval even in dev test mode which is made up of only non tribal pawns. And then when I spawn more pawns to see if the tech will advance, it does not.

For now workaround is don't select that option, but this seems to be bugged.
GHXX  [author] Jul 31 @ 11:49am 
the worlds techlevel should be unaffected id say
Symphicat Jul 31 @ 9:33am 
Does the world's tech level advance with me as well? Tribal start disables the mechhive if I go with the default option of Medieval world tech level, but with Odyssey I kinda want mechhives to become a thing as life progresses in the world!
GHXX  [author] Jul 30 @ 10:53pm 
Thats currently not a thing, no
zxcxcv Jul 30 @ 9:14pm 
hi thanks for this mod and i have some question. Could this mod select some specific research tabs to affect the tech level? Cause i have many race mod and vanilla expanded mod,and there are too many research tabs, i only want the main research tab and VE can affect the tech level, but i only find ignore all research tabs except the main research tab
Andrespatito Jul 21 @ 6:40pm 
Ohh damn thanks! Time to manually add new factions.
GHXX  [author] Jul 21 @ 6:24pm 
No, this mod only affects the player's techlevel
Andrespatito Jul 21 @ 12:13pm 
Question, does this mod also affect the tech level of other friendly/enemy tribes? I mean can they advance too?
GHXX  [author] Jul 16 @ 3:55pm 
This mod shouldnt be touching combat at all, why do you suspect that TA is the issue?
PlayFight Jul 16 @ 3:53pm 
The mod seemingly breaks combat, though its possibly just a conflict with another mod i had
GHXX  [author] Jul 15 @ 1:43am 
<3
BigRoman Jul 14 @ 2:41pm 
Just wanted to chime in and say thanks for keeping this mod current. This should really be implemented in the base game tbh.
GHXX  [author] Jul 14 @ 7:18am 
@bhs -1 is not quite enough as that just essentially reduces the techlevel by one. Id put in -10 in both rules and then also at the top set the automatic techlevel detection to neolithic and that should keep you at neolithic forever
bhs Jul 14 @ 7:16am 
Hey.
If I want to stay neolithic all the way [to increase tech costs], all i have to do is to put "-1" in both conditions to prevent any advancements ?
GHXX  [author] Jul 14 @ 7:12am 
@Bosh No, it does not
Bosh Jul 14 @ 5:55am 
Does this also limit the kind of technology you can use like Arcane technology does?
GHXX  [author] Jul 4 @ 2:16pm 
Thanks to azrazalea theres now some more cusotmization options, such as TA not affecting techs with techlevel Undefined (i.e anomaly), or speciifc tabs that you can select in the config menu on the second tab. Should all be compatible with previous versions, though you may notice that the anomaly techs no longer have a discounted cost. If you want to restore the old behaviour, go to the second tab and uncheck the second one of the checkboxes that mention then Undefined techlevel, and check the anomaly checkbox below (if you are using the anomaly dlc)

This is for rimworld 1.6 and above only
Bee Jul 1 @ 7:00pm 
thanks for the update!