RimWorld

RimWorld

1,595 ratings
World Tech Level
52
17
8
9
4
7
4
4
2
7
6
6
4
4
4
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
2.865 MB
Jan 25 @ 4:58am
Jul 15 @ 1:08pm
9 Change Notes ( view )

Subscribe to download
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.

Please report bugs or mod conflicts in the Bug Reports section. 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)
135
14 hours ago
PINNED: Bug Reports
m00nl1ght
33
Nov 24 @ 10:33am
PINNED: Filter Suggestions
m00nl1ght
832 Comments
m00nl1ght  [author] Nov 28 @ 12:33pm 
@Gumdrop Buttons

Yes, when you change the world's tech level mid-game, the tech level of factions will increase accordingly, but not higher than what the default tech level of that faction would be. So for example, a tribal faction will newer be increased to anything higher than Neolithic.
Gumdrop Buttons Nov 26 @ 11:01am 
If you turn up the tech level mid save as described, how does that work with other factions? I'm hoping that I can start the game with all of the normal factions and the outlanders etc will tech up to their normal level as I increase the planet tech level. I'm trying to do slow-progression runs but I just keep looting guns etc early. I want to eventually get to high tech and still have appropriate threats.
m00nl1ght  [author] Nov 13 @ 10:43am 
@Skezas

If you found an issue, please report it in the Bug Reports section and include your log file. Without the information from the log, there is no way to find out which of your mods is conflicting.
m00nl1ght  [author] Nov 11 @ 2:52pm 
@LazerGuana

If you found an issue, please report it in the Bug Reports section and include your log file. Without the information from the log, there is no way to find out which of your mods is conflicting.
nehemmiah Nov 10 @ 6:55pm 
aight thanks! guess i should find another way to remove molotov
LazerGuana Nov 10 @ 4:37pm 
This mod prevents games from reloading. I would recommend not using it.
Reestock Nov 10 @ 1:22pm 
ooh thanks
m00nl1ght  [author] Nov 10 @ 1:01pm 
@Reestock

You can add Mechanoids as an excluded faction in the "Misc" tab of the mod settings.
m00nl1ght  [author] Nov 10 @ 12:58pm 
@nehemmiah

This mod does not restrict crafting. It only restricts what research projects the player can complete. So if you have other mods that add items without assigning any research requirement, those items will always be available, regardless of tech level.
nehemmiah Nov 10 @ 11:12am 
i'm using CE, i see that the molotov cocktail already on industrial level on override, but i can still craft them on crafting spot
how to make them dissapear? i also applied fsx and prometheum to be industrial level