RimWorld

RimWorld

World Tech Level
737 Comments
ExiledShinobi01 Aug 20 @ 4:21am 
Can anyone help me make a medieval playthrough with very base mods. Want pretty much vanilla but medieval only world. Mt first time modding rimworld and still want to stay very vanilla but limit world tech and use medieval overhaul or vanilla expanded medieval. Don't really know the difference in the two
Zoto Aug 19 @ 10:14am 
@m00nl1ght TY again for the quick responses! I'll throw it in the bug reports pinned topic to not clutter up this comment box too much
m00nl1ght  [author] Aug 19 @ 7:17am 
@Zoto

If you use the Standalone Log Publisher , it has an option to upload the log from the previous game launch. So after the freeze, you can restart the game, then CTRL+F12 and enable the option to upload the previous log.
Zoto Aug 19 @ 6:35am 
@m00nl1ght Thanks for the response! I figured as much, I have a penchant for fucking my game up in weird ways lol. What's most useful for you? I can check the player.log when i'm home but during the freezing I was unable to CTRL+F12 for a hugslib log im afraid
m00nl1ght  [author] Aug 18 @ 5:09pm 
@Zoto

As far as I know, there have been no similar issues reported so far. If you can figure out which mod causes the conflict, I can try to create a compatibility patch.
Zoto Aug 18 @ 3:03pm 
Anyone else encounter an issue where attempting to change the world tech level mid-game soft-locks the game? It asks if I want any of the new tech level factions to spawn, and I can click the checkmarks and they respond fine, I can hover over the world tiles in the background, but I can't do anything else. No continue/accept button, I can't close the window with ESC, etc. 99% sure this is some weird incompatibility with my modlist hence why im asking here (:
Clem Fandango Aug 17 @ 3:41am 
Thanks for a great mod!

For anyone using Medieval Overhaul stew pots (slop/ragout/fondue), you need to override MealNutrientPaste level to Medieval in this mod's settings if you want to be able control access to the pots via food policies.
TuiskuV Aug 16 @ 12:43pm 
That’s iirc from Vanilla factions expanded - tribal!
m00nl1ght  [author] Aug 16 @ 3:34am 
@Z.E.R.T.

World Tech Level adds no such thing.
Probably comes from some other mod you have installed.
Z.E.R.T. Aug 15 @ 8:41pm 
like i have a camp fire and they say begin advance to industrie
m00nl1ght  [author] Aug 15 @ 6:44pm 
@Z.E.R.T.

What do you mean by this?
Z.E.R.T. Aug 15 @ 4:17pm 
normal that i have the option to go industrial ingame ?&
m00nl1ght  [author] Aug 15 @ 2:10pm 
@Mirvra

If you want those clothes to only be available at the Industrial level, my suggestion would be to add a new Industrial research project to lock them behind.
Mirvra Aug 15 @ 5:06am 
So, I didn't see this mentioned, but if it has I do apologize:

Some mods change the tech level of stuff like Dusters and Button down shirts to industrial instead of medieval which makes a lot of sense. But if you research the complex clothing tech at medieval era you can still set a bill to craft those apparels, though they do at least not show up when creating apparel rulesets for pawns. But you can still force a pawn to wear the clothes manually.

I'm just curious if they could be prevented from showing up in bills, or if we should try to ask research project compatibility modders to include some random next era tech in those item's unlock requirements to prevent them from being available too early?

Like making it so that dusters &co only unlock if you have complex clothing AND electricity researched or something? Not sure what would be a better option to fix this rather small issue.
m00nl1ght  [author] Aug 15 @ 4:22am 
@Stryyyder

No problem
Stryyyder Aug 15 @ 2:06am 
got it, thanks for the reply!
m00nl1ght  [author] Aug 14 @ 6:09pm 
@Stryyyder

Do the opposite, then you will get the opposite. (turn of all filters except Research)
Stryyyder Aug 14 @ 3:11pm 
"Is there a way for me to only limit the technology in the world, but not my own?"

Is there a way to do the opposite? Limiting my own research levels, but letting the word generate normally? Or is there a better mod for that...
m00nl1ght  [author] Aug 14 @ 4:30am 
No problem
JossOwX Aug 14 @ 4:29am 
thank you for the response!
m00nl1ght  [author] Aug 14 @ 4:24am 
@JossOwX

It means that stuff which drops down from space is not filtered.
JossOwX Aug 13 @ 8:37pm 
What does "Allow technology obtained from space to exceed world's tech level" mean?
m00nl1ght  [author] Aug 13 @ 8:18am 
No problem
Jixxor Aug 13 @ 7:05am 
Thanks again :b
m00nl1ght  [author] Aug 13 @ 6:55am 
@Jixxor

Yes
Jixxor Aug 13 @ 6:18am 
One more question if you don't mind.
When changing the tech level of a world, the mod description says "Only things generated after that point will be affected by the new setting."
Does this mean settlements and map-tiles that I never visited will be affected when I visit them for the first time after changing the tech level?
m00nl1ght  [author] Aug 12 @ 9:58am 
@Flurbel

Yes, unless you have a mod that converts them into medieval variants, such as "Medieval Fantasy Themed Quest Rewards" by Botch_Job
Jixxor Aug 12 @ 7:08am 
Thank you for the quick reply, I will do that then. Sorry I had not realised that was a possibility before.
Flurbel Aug 12 @ 4:44am 
Does this remove the special items such as luciferium or psychic shock lances at the medieval tech level?
m00nl1ght  [author] Aug 11 @ 4:23pm 
@Jixxor

Currently the mod does not include default tech levels for some Odyssey content. When I have more time for mod development again I will push an update which will add the defaults. For now the only workaround is to manually set the tech levels for the Odyssey quests and items in the "Overrides" tab of the mod settings.
Jixxor Aug 11 @ 1:50pm 
To add to my former comment, I also keep getting Vac helmets offered as quest reward, with world tech level locked to medieval.
Jixxor Aug 9 @ 4:57pm 
Quick question: with this mod, I set the world level to medieval, but I received the Odyssey Gravship Engine quest anyways. Is that just hard-coded and cannot be prevented or did I mess something up?
m00nl1ght  [author] Aug 8 @ 6:24pm 
@CluelessLemon

If you want to report an issue, please do so in the Bug Reports section and include a full HugsLib log.
joschmo7 Aug 8 @ 4:36pm 
A FUNCTIONAL TECH LIMITATION MOD, FREEDOM AT LAST
CluelessLemon Aug 8 @ 3:09pm 
On my neolithic run I kept having a red error pop up, and from what I can tell, it was due to the game trying to spawn a quest with the empire as a related faction. Since spawning them in manually I have not had the error since
m00nl1ght  [author] Aug 8 @ 10:14am 
@DarkElf

Make sure you have the "Research" filter enabled in the mod settings. If that's not it, try removing any other mods that mess with the research view.
m00nl1ght  [author] Aug 8 @ 10:05am 
@Estam Nar

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.
DarkElf Aug 8 @ 9:06am 
Tell me what to do if the regular technology tree does not disappear when activating the "Middle Ages"
Estam Nar Aug 6 @ 6:53pm 
I wish this mod had an option to increase the world level proportionally to your research level, or had some other kind of progression/regression from global events or quests ect
Thunderkleize Aug 6 @ 2:43pm 
@maltsi I figured it it out with overrides I think. Thank you. I didnt know they existed.
Maltsi Aug 5 @ 12:08pm 
@Thunderkleize Those items are set to neolithic (or unrestricted) by default which means they will appear as quest rewards regardless of your set tech level. You can change overrides for those items to spacer tier which fixes it until the mod is updated properly for odyssey. Unfortunately currently the trader faction will appear even if you remove it when you load the save game which will be fixed later as mentioned bit below. Though i don't know if this removes the faction from on going save?
Thunderkleize Aug 5 @ 11:52am 
Not sure if mod conflict or bug, but I had a trader try to sell me vacsuits and I think I got a vacstone block weapon at some point. I'm set to medieval.
m00nl1ght  [author] Aug 5 @ 10:35am 
@BarnDawg

Just install this mod, and then on the world creation page set the "World Tech Level" slider to "Medieval".
BarnDawg Aug 5 @ 6:05am 
Hey! Quick question about your mod I’m, trying to do a medieval-only playthrough using the Medieval Overhaul mod, but I’m still getting raids with guns and grenades, and quests/research with higher-tech stuff. My colonists are stuck with swords and bows while raiders show up with assault rifles

Do you know if there’s a way to restrict everything to just medieval-era gear and tech? Like, no modern weapons, tech, or rewards at all? Any tips on settings, load order, or other mods that help with this? I might be missing how to make your mod work entirely btw.
m00nl1ght  [author] Aug 4 @ 1:34pm 
@Bler

If you have the "Factions" filter enabled:
Post-neolithic factions will initially not be present at all, and you can choose to add them when you increase the world tech level at a later point.

If you have the "Factions" filter disabled:
All factions will be present from the start, but the higher-level ones will only start using Medieval equipment once you increase the world tech level to Medieval or higher.
Bler Aug 4 @ 1:14pm 
If I start with world tech set to neolithic, and then during the game set it to medieval, does that mean that all factions that are normally post-neolithic will update and start using and trading medieval stuff? I'm just a bit confused about the part of the Steam description that says "Only things generated after that point will be affected by the new setting."
m00nl1ght  [author] Aug 4 @ 9:36am 
@cosmicomic

I assume you are using the unofficial 1.6 update of Realistic Planets. The author claims to have added compatibility with World Tech Level in their latest update. If it's not working, report that to them.
cosmicomic Aug 4 @ 9:20am 
You cant change the tech level in the initial if you have Realistic Planets, atleast for me
m00nl1ght  [author] Aug 3 @ 6:04pm 
@Platinum Spice

You can change the world's tech level at any time, in the "Planet" tab on the world map. But you need to decide yourself when you want to do it, the mod will not do it automatically.
Platinum Spice Aug 3 @ 5:55pm 
Sorry if this was answered before, but are you able to advance the world tech level in game? Like I research all available techs then 'unlock' the next tech level?