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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 ?
This is for rimworld 1.6 and above only
@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.
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
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.
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.
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.
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.