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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?
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."
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 ?
Thanks for the suggestion, added to the list of planned features.
No problem
Yes, the toxic fallout incident is disabled at the Medieval level. For future reference: You can check which incidents, quests and other things are disabled at which levels by looking in the "Overrides" tab in the mod settings.
Regarding VEE, yes content from mods is filtered on a best effort basis, it will never be perfect and automatically modifying things like quest texts is not really feasible.
This does spread to another question though. I'm a little surprised I've not seen a toxic fallout in a while. Is that because of this mod?
I only ask because every now and then I get quests that mention high tech like ships in orbit but I assume that is Vanilla Expanded Empire adding a few things you have not/can not patch since the empire is showing up in medieval gear at least.
For the first question:
If you set a faction to appear anyway, their equipment and clothing will be replaced with similar items that match the selected world tech level. For example, an Assault Rifle would be replaced with a Recurve Bow when the WTL is set to Medieval.
But if you prefer, it is possible to completely exclude a faction from all filtering, therefore keeping all their original equipment regardless of WTL. You can find this option in the "Misc" tab of the mod settings.
For your second question:
Default tech levels for xenotypes have been determined based on their lore text/description.
1:
If I have a high-tech faction, like the Covenant from Halo for example, and set the World Tech Level to medieval, but set that Covenant faction to appear anyway, what sort of weapons and apparel will that faction use? Will they still use their high-tech stuff? Will their plasma guns and energy swords be replaced by crossbows and axes? Or will they just be naked and unarmed? Or maybe they just won't appear at all because their "Creature" types (colonist/villager/guard/etc) are set to a high tech?
2:
Why are some of the default xenotypes set to specific tech levels?
This mod does not change drops from buildings, so yes crashed shuttles still give components. However, most events that cause ship chunks / shuttles to appear are disabled when the WTL is set to Medieval. If you want those events and other things from space to ignore the WTL, you can enable that in the "Misc" tab of the mod options.
A proper compatibility patch is conditional and only active when the target mod is present. You do not have to worry about it affecting anything if you don't have that specific mod loaded.
Each of the different multiplayer versions have their own charm so supporting one while breaking another would make me happy for some people but sad for others
If you have C# coding experience and want to create a proper compatibility patch, you are welcome to open a pull request with your proposed code changes on the GitHub repository: https://github.com/m00nl1ght-dev/WorldTechLevel
Would it be fine if I made some sort of patch to address the issues if you don't mind.
After looking at some of the code of Rimworld Together, I can tell you that the mod option you suggested would not be sufficient. The problem is that when a client joins a multiplayer server with an existing world, some steps that normally occur when setting up a world are skipped. This causes important initialization logic for World Tech Level to be skipped as well, which leads to unpredictable behaviour as you have experienced. An actual compatibility patch between the two mods would be necessary to resolve this. I've added it to the list of planned features for future updates, but it probably won't happen anytime soon, I just don't have the time for something like that right now, sorry.
If this is too much, that’s totally fine—just hoping to create a more consistent experience for my server and see cool things like a fully spacer-themed world and more! :)
Currently, scenarios can override the tech level, and sometimes it defaults to Unrestricted because the world tech level isn’t properly updated. While it does get overwritten in certain cases, it’s not reliable. It would be really helpful to enforce a specific tech level directly through mod options—covering both the world and the scenario—to ensure things work consistently in multiplayer.
Ok, thanks for the update.
If you have the "Factions" filter enabled (it is by default) then there should not be any issues. However if you turned it off and allow higher-tech factions, then the custom VE bases for those factions will contain high-tech stuff.
Something being last in the load order does not rule out mod conflicts. To confirm that it is not a mod conflict, please test again but with only World Tech Level enabled, no other mods.
Thank you for testing, I have remove Multiplayer from the list of incompatible mods, and added a note about it below.
Now, the 1 thing I didn't get around to testing was map generation. I'm not 100% sure if this will create a problem when I attack another map tile because I know it affects map generation as well. But if so far it's not a problem I doubt that'll be an issue.
But in single faction (all players are same colony and share pawns) with your suggested mod for overhauling graphics and even hospitality I saw no issues after 3 hours that I could attribute to this mod.
I added this mid-save which is when most issues should have occured and didn't.
I had a crashing imperial ship (for some reason it was red and black futuristic and not the flying blimp even though had the right description from other mod) but the imperialls showed up equipped with medieval level equipment and medieval level genes.
That quest spawned an attack by yattkin pirates who are normally industrial, and they were also medieval leveled.
So everyone was in plate armor, padded armor, bows and maces and such.
If you can confirm that it fully works with Multiplayer, I'm happy to remove it from the list of incompatible mods.
Regarding your question, yes if you include the Empire faction in a world which is set to Medieval, they will still use shuttles and drop pods, because most of their quests would not work otherwise. If you are looking for a way to make the shuttles and other Royalty content fit better into a medieval world, I recommend this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3035624471
Do you mean a single specific colonist? No, there is no tech level assigned to individual creatures. Only their faction as a whole.
Your list of incompatible for multiplayer might be incorrect in some situations. I'm going to try to test it this coming weekend to be sure though. I only say it because one person I saw asking about MP in your chats was asking about 1 of like 3 different MP mods. The one I use, Zetrith's Multiplayer, currently has it listed in it's mod-check as actually safe to use. It's a community reported list though so while 1 person can get it to work others might not and sometimes it's mod conflict because of what MP has to change to core files to function, not actually the core mod.
If I can get it working and not seeing any issues I can pinpoint as a conflict I'll try to let you know. There is a surprisingly large # of people playing multiplayer so if it's usable that might be good news for many of us.
No, not in this mod. There probably is a mod that does that, though.
Thanks! Hope it can get changed.
Currently nodes in ResearchTree are only disabled, not hidden.
I have submitted a PR to the author of ResearchTree that adjusts this.