RimWorld

RimWorld

World Tech Level
836 Comments
Pantstain 9 hours ago 
does this add back in the missing factions once you change the world tech level to something higher?
Zombiedragon201 Dec 10 @ 11:59pm 
Mentioned this on the medieval overhaul page as well, but I'm having a weird issue where the research table isn't showing up in the build menu. I'm doing a wild man run from vfe - tribals, and have finished all the tribal research. For some reason the research bench didn't show up, and I'm not sure what could be causing it so I'm going through trying to get some insight into what could be causing the issue.
blahmuk Dec 9 @ 12:48pm 
this mod is exactly what I was looking for. I thank you, author(s).
JasonSty Dec 9 @ 7:03am 
I have a small doubt, is this compatible with the rest of mods? how do we tell mods their content is medieval, spacer, etc? sorry if it is a stupid question
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
Reestock Nov 10 @ 9:03am 
I'd like the option to enable mechanoids in a low-tech setting. I want to treat them like hostile aliens.
m00nl1ght  [author] Nov 1 @ 5:05am 
@SirKaas

When creating your world, set the slider to the desired tech level.
SirKaas Oct 31 @ 4:49pm 
how do you use or activate the mod in game
m00nl1ght  [author] Oct 30 @ 6:04pm 
@Chernobyltoast

If you want to report an issue, please do so in the Bug Reports section. Make sure to include all details needed to replicate the issue, such as which items and research are affected.
Chernobyltoast Oct 30 @ 6:17am 
I'm noticing an issue where stuff I can unlock with low tech level (medievel in my case) don't appear as discovered, presumably because they're also a part of a higher tech research that isn't available
m00nl1ght  [author] Oct 26 @ 7:53am 
@Cardinal Intelligentsia

Please read the FAQ
Cardinal Intelligentsia Oct 25 @ 12:55pm 
How do I "level up" when it comes to tech when I started a game as neolithic? It seems there is no way to naturally to advance. Is there a filter I need to select to make medieval research options available?
tide{S}haper industries Oct 21 @ 5:48am 
The only mod that ever existed to my knowledge, allowing (vanilla) factions to raise in tech-level with the player, shows that it's not that simple and can actually be considered more a 'content-mod' than just mechanics. NPC factions in RW don't have techlevels like the player, what items their pawns spawn in with is defined via tags directly in their pawnKinds - and those all are basically 'handcrafted'. For a mod to allow such feature, it has to remove an existing faction or at least their pawnKinds and then replace them with variants that are set up to use higher-tech equipment. Since outfit tags can be chosen on a whim by modders though, that makes every such attempt handcrafted though - or at least it's quite complicated to set up the logic otherwise. Long story short; it feels like such a feature would be overreaching for what this mod is supposed to do.
BottledDew Oct 17 @ 11:18am 
@Vril, For now it seems like this is it. Unless someone makes a patch to have this mod auto raise world tech to your colony tech.
Vril Oct 17 @ 10:54am 
Is there a mod or this mod can do that, where factions progress with the tech as we do, and reach the tech limit set by this mod.
JuzekGracz Oct 14 @ 9:00am 
to answer my previous comment- i had debug turned off (xD) and thats why it didnt pop up also i figured out why it didnt work. if you have Vanilla backstories expanded+Medieval backstories patch and or house sanguine it won't spawn medieval settlements
JuzekGracz Oct 14 @ 8:11am 
When i tried to add new factions, when i got from neolithic to medieval i got a pop up that said "failed to generate faction: *faction name*"(medieval overhaul noble houses) it worked on every other factions from medieval to unrestricted but not from mods and not 0 notifications on debug log i have 170 mods please help
m00nl1ght  [author] Oct 13 @ 3:46am 
@Vril

This mod does intentionally not modify the architect menu itself at all. It only affects it indirectly, by limiting which research projects are available for the player to research.

The reason for this: Filtering the architect menu directly would require adding deep patches into it's code. There are many mods which modify the architect menu, so this would cause a lot of mod conflicts. Maybe I will add a patch like this at some point in the future, but at the moment I don't have the time or motivation to deal with a potentially large amount of new incompatibilities.
Vril Oct 12 @ 6:55am 
If they don't need research, but your mod already can identify the tech level, why not allow us a toggle that can still remove them despite no research prerequisite? Because concrete floor needs stone cutting research which is neolithic and thats why concrete floors show in my medieval run. But if the mod identifies it as industrial, then all we need is a toggle, that will disregard research needs and just use that designation as a guideline for removal.
Vril Oct 12 @ 6:51am 
Ive set the world to medieval and im still allowed to build concrete floors, despite them being marked as industrial in your own mod. So what gives?
m00nl1ght  [author] Oct 12 @ 4:39am 
@isalcaruz

You can use the "Overrides" tab in the mod settings to adjust the required tech level for any research project.
isalcaruz Oct 12 @ 3:27am 
Is there a way to exclude mods from the technology change? Some "medieval" research gets deactivated because it is found in advanced medieval medicine, or some prosthetics mods also get deactivated because they are treated as industrial research. This also happens with some mod research, though I’m not sure of all the content, but they are medieval-themed.

So I was wondering if there is a way to filter which mods are affected by the technology filter.
m00nl1ght  [author] Oct 11 @ 12:00pm 
@qux

This mod does not filter the architect tab. It only filters research. So if some other mod you have installed contains industrial stuff which is not locked behind any research, then it will be available.
m00nl1ght  [author] Oct 11 @ 11:59am 
@Wrath

No. But you can simply remove neolithic and medieval factions when creating the world, no need for this mod.
m00nl1ght  [author] Oct 11 @ 11:58am 
@Paolini

Thanks!
m00nl1ght  [author] Oct 11 @ 11:58am 
@Beanyboi69

Some Odyssey content does currently not have tech levels assigned by default. You can assign them manually in the "Overrides" tab of the mod settings.
m00nl1ght  [author] Oct 11 @ 11:56am 
@BottledDew

Yes, unless you disable that filter in the mod settings.
qux Oct 11 @ 1:22am 
Hi, I start a neolithic world, and lot of industrial stuff still appears in my architect tab do you know why ?
For example, props from Diner Supplies, I check and all objects have the tag "industrial" techlevel..
Wrath Oct 8 @ 2:39am 
If I want to remove all tech UNDER my tech level,n does this allow it ?
Like Im bored of medieval-neolitics tribes attacking my M16 bearing killers
God Nightshade Oct 7 @ 7:38pm 
I wish some shelves were Neolithic. This mod is one of the best mods.
Paolini Oct 7 @ 5:59pm 
such an awesome mod :lunar2019piginablanket:
Beanyboi69 Oct 5 @ 6:43pm 
Gravships dont seem to be affected by this. You're able to consturct gravship machinery and the grav engine event still happens.
BottledDew Oct 4 @ 5:05pm 
Does this mod stop compacted machinery/components from naturally spawning during world gen?
m00nl1ght  [author] Oct 3 @ 4:44am 
@AK_icebear

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.
AK_icebear Oct 3 @ 1:10am 
Could this mod have an option to advance the world tech level under certain criteria? Eg to always be one tech level above my colony?
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.