RimWorld

RimWorld

3,146 ratings
Tech Advancing
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.798 MB
Jul 31, 2016 @ 2:14pm
Jul 4 @ 1:56pm
82 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 (7)
1
11 hours ago
i need some help
djjft2708
300
Feb 24 @ 1:06pm
Feature Requests / Bug Reports
GHXX
9
Jun 30, 2022 @ 9:35pm
More info?
BlackCorsair
1,475 Comments
Andrespatito 10 hours ago 
Ohh damn thanks! Time to manually add new factions.
GHXX  [author] 11 hours ago 
No, this mod only affects the player's techlevel
Andrespatito 17 hours ago 
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?
OTFSxdi2 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