Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






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.
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.
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.
You can add Mechanoids as an excluded faction in the "Misc" tab of the mod settings.
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.
how to make them dissapear? i also applied fsx and prometheum to be industrial level
When creating your world, set the slider to the desired tech level.
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.
Please read the FAQ
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.
You can use the "Overrides" tab in the mod settings to adjust the required tech level for any research project.
So I was wondering if there is a way to filter which mods are affected by the technology filter.
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.
No. But you can simply remove neolithic and medieval factions when creating the world, no need for this mod.
Thanks!
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.
Yes, unless you disable that filter in the mod settings.
For example, props from Diner Supplies, I check and all objects have the tag "industrial" techlevel..
Like Im bored of medieval-neolitics tribes attacking my M16 bearing killers
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.
you may want to consider updating with a text description.
<li Class="WorldTechLevel.ScenPart_WorldTechLevel">
<def>WorldTechLevel</def>
<defaultWorldTechLevel>Medieval</defaultWorldTechLevel>
</li>
Sorry I misunderstood what you meant. Yes, this mod provides a scenario part that can be used to specify the world's tech level.
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