RimWorld

RimWorld

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World Tech Level
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Mod, 1.5
File Size
Posted
Updated
1.592 MB
Jan 25 @ 4:58am
May 24 @ 12:05pm
7 Change Notes ( view )

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World Tech Level

In 2 collections by m00nl1ght
m00nl1ght's Mods
4 items
m00nl1ght's Essentials: Medieval World [1.5]
36 items
Description
Control the level of technology available in the world. This mod filters out all game content above the desired tech level, which you can select on the world creation page.

Direct downloads for non-Steam users are available here: GitHub Releases[github.com]

The following tech levels can be selected:

Neolithic
Clubs and knives, bows, basic clothing, wood structures, simple farming, herbal medicine

Medieval
Swords and plate armor, smithing, advanced farming, complex ovens, simple chemistry

Industrial
Electricity, guns, IED traps, fossil fuels, chemical drugs, prosthetics, transport pods

Spacer
Power armor, pulse-charged projectile weapons, complex body implants, cryptosleep

Ultra
Mechanoids, nanotechnology, glitterworld medicine, advanced energy weapons, brain implants

Archotech
Advanced AI personas, psychic effectors, vanometric energy, acausal and atemporal devices


See RimWorld Wiki[rimworldwiki.com] for more information about tech levels in RimWorld.


Recommendations

The base game contains very little content for the Medieval tech level. So if you want to choose this tech level, I recommend adding some mods that add medieval content.

The most popular option is Medieval Overhaul, which also provides a well-designed medieval research progression. Additionally, there are also some great mods that convert various vanilla content into medieval variants.

If you are looking for a curated list of mods for a pure medieval world:
https://steamcommunity.com/sharedfiles/filedetails/?id=3045497390


FAQ

> Can I safely add this mod to an existing save?
Yes.

> Can I safely remove this mod from an existing save?
Yes.

> What is the difference between this mod and other tech-limit mods?
World Tech Level does not modify or remove any defs. This means it is fully save-compatible, less likely to conflict with other mods, and allows for more flexibility because the tech level can be changed at any time.

> Is there a way for me to only limit the technology in the world, but not my own?
Yes, you can disable the "Research" filter in the mod settings. That way all research will be available to you, and you can progress beyond the rest of the world.

> Does this mod mess with the pawn generation algorithm?
No, this mod leaves the vanilla algorithm untouched, filters run only after it has completed. No action is taken unless any of the generated weapons/apparel exceed the world's tech level.

> Can I change the tech level for an existing world?
Yes, it can be changed in the "Planet" tab on the world map: https://imgur.com/a/idW6ldK
Only things generated after that point will be affected by the new setting.


Filters

All filters are optional and can be toggled on/off in the mod settings.
If all filters are turned off, the mod does nothing.

  • Research
  • Items
  • Quests
  • Incidents
  • Factions
  • Creatures
  • Apparel
  • Weapons
  • Possessions
  • Prosthetics
  • Backstories
  • Traits
  • Diseases
  • Addictions
  • Damage types
  • Ideoligions
  • Xenotypes
  • Building materials
  • Mineable resources
  • Ancient debris
  • Asphalt roads
  • User interface

You can find a description of each filter and how it works on this page.


Customization

The tech level of individual things in the game can be customized in the "Overrides" tab of the mod settings. List of def types that can be customized:
  • Resources, items, food
  • Research projects
  • Weapons, apparel
  • Buildings, floors
  • Backstories, traits
  • Incidents, quests
  • Map generation steps
  • World generation steps
  • Ideology memes, precepts
  • Biotech xenotypes


Compatibility

Incompatible mods:
  • "Medieval - Vanilla"
  • "Rimedieval"

Multiplayer compatibility:
There have been mixed reports, so it probably depends on your specific setup. Please note that I can't provide any support for multiplayer-related issues.

If you find any other incompatibilities, please let me know.

When reporting bugs or mod conflicts, always upload your log file via HugsLib (press Ctrl + F12 directly after the problem happened) and include the link in your message. Without a log file there is no way for me to figure out what exactly is wrong or how to fix it.


Credit

World Tech Level extensively uses Harmony[github.com]
Thanks to Andreas Pardeike for creating this awesome patching library.

The preview image contains graphics from https://vecteezy.com


Links

[discord.gg]
[github.com]
Popular Discussions View All (4)
73
Jun 11 @ 3:55pm
PINNED: Bug Reports
m00nl1ght
17
Apr 12 @ 3:23pm
PINNED: Filter Suggestions
m00nl1ght
607 Comments
Muad'dib 8 minutes ago 
Are you patching any mods? I think Vanilla Expanded Insects 2 has an infested ship event that causes me to keep seeing crashing ship parts filled with insects. It's not a big deal, just figured I'd mention it if you do try to patch other mods.
BrGuardian 14 hours ago 
CE compatible?
TheBigBaconator Jun 11 @ 8:43pm 
sorry i mustve missed that in the faq, thanks!
Muad'dib Jun 11 @ 8:42am 
I'm a little unsure how changing the world tech level works.

As it is, I started at medieval level. I have tribals, neanderthals, clans (VE), kingdoms (VE Medieval 2), Empire (Also VE Empire). Every single one has been locked to medieval tech, including the empire.

If I adjust to industrial level since I'm starting to research industrial tech then I would assume Empire starts getting guns. But will the others as well? Will the clans and kingdoms start carrying guns?

also will it mean higher tech events start happening like toxic fallout?
NameInProgres Jun 11 @ 4:56am 
thebigbaconator, in the FAQ stands "> Can I change the tech level for an existing world?
Yes, it can be changed in the "Planet" tab on the world map: https://imgur.com/a/idW6ldK
Only things generated after that point will be affected by the new setting."
TheBigBaconator Jun 10 @ 6:10pm 
hey I'm working on adding this to my medieval playthrough, but i can't seem to find how to limit the world level since Im adding it partway through, could someone tell me how to do it?
Gedsparrow Jun 10 @ 12:11pm 
Hi, I'm using CE and having some problems with enemy arrows, started up a new game and raiders are being properly limited to using bows for the medieval era, but they're not spawning with arrows. Any ideas to fix this?
Przyhol Jun 9 @ 11:20am 
Hey two questions
1. Is it possible to set walls and doors to different era's ? because i cannot set it in the settings.
2. When i try to set building to later era they still stay in Neolithic era, what can i do ?
m00nl1ght  [author] Jun 7 @ 10:54pm 
@Aoidston

Thanks for the suggestion, added to the list of planned features.
Aoidston Jun 7 @ 7:17pm 
It would be great to add an option to prevent items from spawning in any era, in order to avoid certain weapons being too overpowered. This could also serve as a replacement for Cherry Picker.