RimWorld

RimWorld

Tech Advancing
GHXX  [developer] Aug 17, 2016 @ 8:31am
Feature Requests / Bug Reports
All Feature Requests go here. Also bugs can be reported here
Last edited by GHXX; Sep 13, 2016 @ 2:18pm
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Showing 1-15 of 300 comments
scribbler957 Oct 1, 2016 @ 5:15pm 
I like the idea of raising the tech level. The only problem is that I don't always use everything from every mod. To advance the tech level, I either need to spend double on a stack of research, or research potentially useless or unwanted things. An example of this is playing in an enviornment that is always hot/cold. I'd have to research a bunch of usless tech. Right now I'm researching dangerous narcotics I won't produce. Thanks.
GHXX  [developer] Oct 1, 2016 @ 6:27pm 
So, what would you like to see here?
Last edited by GHXX; Oct 2, 2016 @ 5:17am
Chronia Oct 5, 2016 @ 8:25pm 
Hey, thanks for making this. Request: is there any way to remove or hide the menu you add on the bottom bar? It doesn't render quite right: it ends up half off the edge on the right. I also don't see any need to edit the values for the advancement formula in the middle of the game, so maybe they could just be loaded from a config file?
GHXX  [developer] Oct 6, 2016 @ 9:32am 
I was wondering how long it would take for someone to say that they dont like it, but its one of the best and easiest ways to make a config, because:
1. if i would use a config file from outside the game then the user would have to specify the exact world name or ID or something.
2. if i would create a menu in the main menu then it would be the same. It would be very complicated.
one possible way would be to add a "Mod Options" button when you click "menu" ingame.
CCL adds that. But that would require CCL then... I'll improve it if i , or someone else, comes up with a good way of implementing it. Which both isnt too complex for the user, and somewhat simple to implement, so that there cant be many bugs, because that again is bad for the user.

And, some people might need to tweak values mid game if they add mods which adds research. I would like this mod to be very customizeable (and user friendly).
Last edited by GHXX; Oct 6, 2016 @ 9:33am
illPosedProblem Dec 28, 2016 @ 2:01am 
Great mod, I love starting neolithic and advancing up.

Now, for the feature request: I'd like a configurable parameter for the 100% of techs of a level (and 50% of tech of a higher level), so I can advance my tech level when I complete e.g. 80% of techs of a level (or 40%).

Direct application: there are mods which offer repeatable techs (such as the Call of Cthulhu mod, where the same research, repeated, gives access to different gods). Since that research may not ever be marked as complete, the corresponding tech level will not trigger the 100% completion.
GHXX  [developer] Dec 28, 2016 @ 6:55am 
thats what the 50% one is for, i might add something that lets you change the percentage later, but isnt the research done at some point?
illPosedProblem Dec 28, 2016 @ 7:07am 
Originally posted by GHXX:
thats what the 50% one is for, i might add something that lets you change the percentage later, but isnt the research done at some point?

The research isn't done for a loong while. Its description states that each time it's completed, it discovers another lovecraftian god - so, another string in a list of string. Easy to add a few pregenerated names, then add random ones for functionally infinite research.

There are similar mods which add cyclic researches, and the usecase of cyclic research should (well, that's my opinion, but it's your time and work) be treated somehow, even by ignoring it.

50%: That's what I'm doing now:
Basically, I'm starting neolithic, and the cyclic tech is also neolithic. To bypass it, I have to research 50% of all medieval tech, at 2x cost. Not ideal, and that's why I asked for the 'slider' (no matter its UI implementation).

Oh, and thanks for the quick answer. I subscribed to this thread, so feel free to ask for clarifications or tell me you're not interested in doing what I asked.
GHXX  [developer] Dec 28, 2016 @ 7:11am 
The request is interesting, i am interested, but quite busy atm, working on other stuff, reallife, ect. :/
illPosedProblem Dec 28, 2016 @ 7:15am 
Originally posted by GHXX:
The request is interesting, i am interested, but quite busy atm, working on other stuff, reallife, ect. :/
Of course, happy holidays :)
I'll bypass it by reasearching all other neolithic techs (and almost none of the medieval level), setting the 50% tech increase to Y+1 (instead of the normal Y+0), then resetting it immediately. Non-immersive but perfectly doable.


Hmm. I tried editing the Rule B final tech level back to Y+0, and it reset the techlevel back down. So, I'll just stick with it like this.
Last edited by illPosedProblem; Dec 28, 2016 @ 7:16am
GHXX  [developer] Dec 28, 2016 @ 7:17am 
happy holidays to you too,
you could set the technology level for that infinite research to "unknown" then my mod doesnt count it
illPosedProblem Dec 28, 2016 @ 7:34am 
Thanks for the tip, I haven't edited much Rimworld.
I did find the mod, the def, the tech, and changed the techlevel to Undefined.
It works with your mod's defaults: my tech level advanced to medieval, from neolithic.

For those interested, I added the
<techLevel>Undefined</techLevel>
tag after the description tag for the repeatable research projects.
Please, remove it from the bottom menu – such metagame options shouldn't stare in so obvious way. For example, HugsLib menu for mod's parameters looks pretty.
GHXX  [developer] Jan 3, 2017 @ 2:58am 
Its quite complicated to add in my case, ill do it when i got some more time.
falc Jan 13, 2017 @ 12:43am 
Any way to hide config tab?
GHXX  [developer] Jan 13, 2017 @ 8:40am 
Turns out Hugslib isnt very good in my situation. you could, technically rename the extension of the configtab XML file of my mod from ".xml" to ".disabled" then restart your game. that should solve it
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