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.

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)
118
Sep 15 @ 10:51am
PINNED: Bug Reports
m00nl1ght
24
Aug 29 @ 3:42pm
PINNED: Filter Suggestions
m00nl1ght
792 Comments
Lionheart Sep 30 @ 2:53am 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
FluffDragon Sep 29 @ 3:44pm 
AlwaysDefaultToUnrestricted somehow got flipped to true despite the default being false and me not being aware the setting existed, this seems to be working now. Very nice feature.
<li Class="WorldTechLevel.ScenPart_WorldTechLevel">
<def>WorldTechLevel</def>
<defaultWorldTechLevel>Medieval</defaultWorldTechLevel>
</li>
m00nl1ght  [author] Sep 29 @ 2:50am 
@FluffDragon

Sorry I misunderstood what you meant. Yes, this mod provides a scenario part that can be used to specify the world's tech level.
FluffDragon Sep 28 @ 1:34pm 
That is just setting the cutoff for individual thingdefs, though? I see nothing related to scenario or setting the world tech level
m00nl1ght  [author] Sep 27 @ 7:32am 
@FluffDragon

Other mods can use defs to provide default tech levels, the same way World Tech Level does it itself. For an example, see: https://github.com/m00nl1ght-dev/WorldTechLevel/blob/main/1.6/Defs/TechLevels_ThingDefs.xml
FluffDragon Sep 26 @ 1:15pm 
Would it be feasible to add a feature that lets other mods specify a default or forced tech level, via a scenario or by patching a specific def? It would be a neat feature for modpacks and preventing user mishap.
m00nl1ght  [author] Sep 26 @ 5:31am 
@Nick

There is a special rule for cryptosleep caskets, they are not filtered out regardless of tech level, because that would break some game mechanics. Rather than removing them, I recommend using a mod to make them medieval-themed, for example this one: https://steamcommunity.com/sharedfiles/filedetails/?id=3035624471
Nick Sep 26 @ 3:28am 
@m00nl1ght

I'm new to rimworld, but ancient ruins (cryptosleep and stuff) aren't mods, right? cuz they spawn too
Tailtia Sep 25 @ 2:19am 
Oh thank you, I thought I read the FAQ thoroughly, but obviously not! Thanks again!
m00nl1ght  [author] Sep 24 @ 4:34pm 
@Nick

If the items you are seeing are from other mods, make sure they have the correct tech levels set in the "Overrides" tab of the mod settings.