RimWorld

RimWorld

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World Tech Level
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Mod, 1.5, 1.6
File Size
Posted
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2.865 MB
Jan 25 @ 4:58am
Jul 15 @ 1:08pm
9 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)
98
Aug 6 @ 9:59am
PINNED: Bug Reports
m00nl1ght
17
Apr 12 @ 3:23pm
PINNED: Filter Suggestions
m00nl1ght
706 Comments
Jixxor 9 hours ago 
Quick question: with this mod, I set the world level to medieval, but I received the Odyssey Gravship Engine quest anyways. Is that just hard-coded and cannot be prevented or did I mess something up?
m00nl1ght  [author] Aug 8 @ 6:24pm 
@CluelessLemon

If you want to report an issue, please do so in the Bug Reports section and include a full HugsLib log.
joschmo7 Aug 8 @ 4:36pm 
A FUNCTIONAL TECH LIMITATION MOD, FREEDOM AT LAST
CluelessLemon Aug 8 @ 3:09pm 
On my neolithic run I kept having a red error pop up, and from what I can tell, it was due to the game trying to spawn a quest with the empire as a related faction. Since spawning them in manually I have not had the error since
m00nl1ght  [author] Aug 8 @ 10:14am 
@DarkElf

Make sure you have the "Research" filter enabled in the mod settings. If that's not it, try removing any other mods that mess with the research view.
m00nl1ght  [author] Aug 8 @ 10:05am 
@Estam Nar

Sorry, but that is out of scope for this mod. You can change the world's tech level manually, in the "Planet" tab on the world map. But no automatic changing feature is planned.
DarkElf Aug 8 @ 9:06am 
Tell me what to do if the regular technology tree does not disappear when activating the "Middle Ages"
Estam Nar Aug 6 @ 6:53pm 
I wish this mod had an option to increase the world level proportionally to your research level, or had some other kind of progression/regression from global events or quests ect
Thunderkleize Aug 6 @ 2:43pm 
@maltsi I figured it it out with overrides I think. Thank you. I didnt know they existed.
Maltsi Aug 5 @ 12:08pm 
@Thunderkleize Those items are set to neolithic (or unrestricted) by default which means they will appear as quest rewards regardless of your set tech level. You can change overrides for those items to spacer tier which fixes it until the mod is updated properly for odyssey. Unfortunately currently the trader faction will appear even if you remove it when you load the save game which will be fixed later as mentioned bit below. Though i don't know if this removes the faction from on going save?