RimWorld

RimWorld

World Tech Level
821 Comments
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.
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.
m00nl1ght  [author] Sep 24 @ 4:31pm 
@Tailtia

Yes, see FAQ for details
Nick Sep 24 @ 11:56am 
I might be using this wrong, but if I restrict the tech level to medieval, guns still show up. Ancient ruins show up, too.
Tailtia Sep 24 @ 10:02am 
Is there a way to limit the tech level while a colony is in progress / mod added after?
m00nl1ght  [author] Sep 23 @ 4:21pm 
@Husker_85

Just remove the Neolithic factions on the world creation page. You don't even need this mod for that, you can do it in vanilla.
Husker_85 Sep 23 @ 11:31am 
Can I use this to set a minimum tech level for the world? I don't want to keep seeing raiders with granite hatchets early game
m00nl1ght  [author] Sep 18 @ 2:33am 
@FreakBob™

If you set the world to Medieval, tribal factions will stay neolithic. Only factions above Medieval will be affected by the filtering of this mod.
FreakBob™ Sep 17 @ 3:50pm 
is it possible to set individual factions tech level? like the world is set to medieval, but the tribal factions are set to neolithic
howardts168 Sep 15 @ 4:34am 
@m00nl1ght OK, Thank you~
m00nl1ght  [author] Sep 15 @ 3:30am 
@howardts168

They should be saved automatically. If they are not, you probably have the same issue as @Good Old Jim. If so, please post your log file in the Bug Reports section.
howardts168 Sep 14 @ 7:31am 
I wonder how to save the change of technology level
howardts168 Sep 14 @ 7:30am 
@m00nl1ght Sorry by my poor english . When i already changed the item's technology level after next time enter game all technology levels return to default