RimWorld

RimWorld

World Tech Level
608 Comments
Scout Gaming 9 hours ago 
Thank you for adding my suggestion! Can't wait for 1.6 version woooo
Muad'dib Jun 13 @ 9:29am 
Are you patching any mods? I think Vanilla Expanded Insects 2 has an infested ship event that causes me to keep seeing crashing ship parts filled with insects. It's not a big deal, just figured I'd mention it if you do try to patch other mods.
BrGuardian Jun 12 @ 7:07pm 
CE compatible?
TheBigBaconator Jun 11 @ 8:43pm 
sorry i mustve missed that in the faq, thanks!
Muad'dib Jun 11 @ 8:42am 
I'm a little unsure how changing the world tech level works.

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?
NameInProgres Jun 11 @ 4:56am 
thebigbaconator, in the FAQ stands "> 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."
TheBigBaconator Jun 10 @ 6:10pm 
hey I'm working on adding this to my medieval playthrough, but i can't seem to find how to limit the world level since Im adding it partway through, could someone tell me how to do it?
Gedsparrow Jun 10 @ 12:11pm 
Hi, I'm using CE and having some problems with enemy arrows, started up a new game and raiders are being properly limited to using bows for the medieval era, but they're not spawning with arrows. Any ideas to fix this?
Przyhol Jun 9 @ 11:20am 
Hey two questions
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 ?
m00nl1ght  [author] Jun 7 @ 10:54pm 
@Aoidston

Thanks for the suggestion, added to the list of planned features.
Aoidston Jun 7 @ 7:17pm 
It would be great to add an option to prevent items from spawning in any era, in order to avoid certain weapons being too overpowered. This could also serve as a replacement for Cherry Picker.
m00nl1ght  [author] Jun 6 @ 7:41am 
@ksauthor

No problem
ksauthor Jun 5 @ 11:37pm 
Thank you for adding that ‘exclude from all filters’ option!
m00nl1ght  [author] Jun 4 @ 7:45am 
@Muad'dib

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.
Muad'dib Jun 4 @ 6:46am 
Thanks for the response about dropped components. I'm actually glad that most, but not all, events are disabled when set to medieval.

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.
m00nl1ght  [author] Jun 4 @ 6:40am 
@Bler

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.
Bler Jun 3 @ 7:18pm 
I have 2 questions. I apologize if they've been asked previously.

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?
m00nl1ght  [author] Jun 3 @ 1:03pm 
@Muad'dib

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.
Muad'dib Jun 3 @ 7:43am 
To add on to that question: I have a world tech of Medieval while I'm allowed to progress beyond.
Muad'dib Jun 3 @ 7:42am 
Will crashed shuttles and/or ship parts still give components? Even before this mod I had a mod that made it so I couldn't mine components but I'm curious how when the world is set to medieval I'll get my early components till I can craft them on my own. I do have the industrial component crafting mod so that I can make them at a machining table but I'll need at least a couple just to make the table and my first generator.
KNAPPE0 Jun 2 @ 8:52pm 
Yeah, I’ll hold off on creating the patch since RWT is currently being overhauled—its worldgen is being reworked to address massive RAM issues, and the main devs are switching to a different serializer because Newtonsoft is causing serious memory usage problems.
m00nl1ght  [author] Jun 2 @ 1:35pm 
@Muad'dib

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.
Muad'dib Jun 2 @ 1:17pm 
May I propose that it be it's own patch and not be merged into the core code you have? I personally just fear the multiplayer version I use becoming less compatible while trying to update the C# to be compatible with Rimworld Together.

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
m00nl1ght  [author] Jun 2 @ 12:39pm 
@KNAPPE0

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
KNAPPE0 Jun 2 @ 11:29am 
@m00nl1ght

Would it be fine if I made some sort of patch to address the issues if you don't mind.
m00nl1ght  [author] Jun 2 @ 8:38am 
@KNAPPE0

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.
KNAPPE0 Jun 1 @ 11:26am 
Ideally, this setting could be off by default but toggled on to both set and lock the tech level. If possible, having an additional option to hide the ability to change it in-game (unless dev mode is enabled) would further help avoid player-side mismatches.

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! :)
KNAPPE0 Jun 1 @ 11:26am 
The reason I’m requesting this is because RimWorld Together forces certain configs on players, including world tech level restrictions. While factions can still be added even if the tech level doesn’t match, it causes desync—other players won’t see those factions on the world map, which breaks consistency.

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.
KNAPPE0 Jun 1 @ 11:18am 
Hello again, m00nl1ght! I was wondering if it would be possible to expand the current “Always default world tech level to Unrestricted regardless of scenario” option so we can choose a specific tech-level restriction instead. Right now, some mods override that setting (which I assume is why it’s limited), but it would be great to use scenarios that start at Industrial—or any other level—and then change them to Medieval (or another tech level), instead of only being able to set them to Unrestricted.
MercuryRiver May 31 @ 12:35pm 
Thanks, that's just what I was hoping for!
m00nl1ght  [author] May 31 @ 5:21am 
@Muad'dib

Ok, thanks for the update.
Muad'dib May 31 @ 5:09am 
It's me again, I didn't change anything and simply started a new game and now they are landing in air blimps with the correct gear when I do the ceremony. So either somehow MP is affecting the ceremony to be promoted since I did this test in single player or it was simply an issue of the fact that rimworld likes to mothball and reused pawns so they were still keeping the gear they had when they were created for my first couple of ceremonies and pulled out of mothball for later ones. Either way, I've still not seen any MP breaking issues even if MP was somehow a factor in the first situation. Game didn't crash, was just wrong gear.
m00nl1ght  [author] May 30 @ 5:42am 
@MercuryRiver

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.
MercuryRiver May 30 @ 2:44am 
Would this mod work with something like Vanilla Base Generation Expanded or similar? Or would I end up with turrets everywhere still even on lower tech level
m00nl1ght  [author] May 29 @ 7:55pm 
@Muad'dib

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.
Muad'dib May 29 @ 3:11pm 
I have run into an odd thing that I do not think has anything to do with conflicting mods since your mod is loaded last in my order. When I do the quest to be granted ranks by the empire they are showing up with their high tech gear still even with it set to medieval level. I'll need to test if they show up with medieval when I use my permit to summon troops because I've not tetsted that yet but so far I do know the traders and ones that show up with hospitality are following the medieval tech rules.
m00nl1ght  [author] May 28 @ 5:34am 
@Muad'dib

Thank you for testing, I have remove Multiplayer from the list of incompatible mods, and added a note about it below.
Muad'dib May 27 @ 6:00pm 
Also even with hospitality I had a couple of groups of visitors in the 3 hours and they all spawned correctly.

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.
Muad'dib May 27 @ 6:00pm 
I did some testing. I want to remind you though that there are a couple of versions of MP mods that each function differently. Even including Zetriths which has both a single faction and multi faction version.

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.
Enclave~ May 27 @ 12:21pm 
disregard, fixed it
Enclave~ May 27 @ 12:20pm 
The mod just refuses to install and im not sure why
m00nl1ght  [author] May 27 @ 9:37am 
@Muad'dib

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
m00nl1ght  [author] May 27 @ 9:25am 
@salata de beuhf

Do you mean a single specific colonist? No, there is no tech level assigned to individual creatures. Only their faction as a whole.
Muad'dib May 27 @ 9:05am 
Forgot to add a question I have though. If I limit the empire to medieval tech, will they still show up in ships for the promotion ceremonies? Be kind of weird if they are locked to leather armor and bows but flying in ships.
Muad'dib May 27 @ 9:04am 
Thank you for your hard work, I just wanted to report something.

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.
salata de beuhf May 27 @ 7:20am 
Hello! Is there any way to change a colonists tech level with dev mode or cheats?
m00nl1ght  [author] May 26 @ 4:38pm 
@Koi

No, not in this mod. There probably is a mod that does that, though.
Koi May 26 @ 1:37pm 
For me Drop Pods feel more Spacer than Industrial. Is there any way to disable drop pod raids? Of course i wish it would become helicopter raids / parachute raids instead but that would be for another mod.
timbersaw May 24 @ 2:20pm 
@m00nl1ght

Thanks! Hope it can get changed.
m00nl1ght  [author] May 24 @ 12:28pm 
@timbersaw

Currently nodes in ResearchTree are only disabled, not hidden.
I have submitted a PR to the author of ResearchTree that adjusts this.