RimWorld

RimWorld

World Tech Level
747 kommentarer
lexcpa324 For 8 timer siden 
understood
m00nl1ght  [ophavsmand] For 18 timer siden 
@CtrlAltFunk

Currently the default tech levels for some Odyssey content are incorrect. 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.
Maltsi For 20 timer siden 
@CtrlAltFunk Vacsuit and helmet are misconfigured in base game, which will be fixed later apparently. In the mean while you can go to this mods settings and change overrides for those 2 items to spacer tier
CtrlAltFunk For 21 timer siden 
@m00nl1ght , i just had vacsuits show up in a medieval overhaul playthrough. Has this mod been updated to cap the Odyssey stuff yet?

I guess i could just disable the mod ...
Maltsi For 22 timer siden 
@Big Cheese, You could achieve that yourself by changing anything that you think is late industrial tech to space tier in overrides to prevent them from spawning right? requires a lot of manual work, but can be done. and if you don't want neolithic stuff then those to spacer too.
m00nl1ght  [ophavsmand] 23. aug. kl. 16:23 
@Big Cheese

Please read my previous comment right below yours.
Big Cheese 23. aug. kl. 16:23 
I wish that there is a middle ground between medieval and industrial. Like early industrial, 1840s-1910s etc.

Or late industrial, 1920s-1960s and so on
m00nl1ght  [ophavsmand] 23. aug. kl. 7:55 
@lexcpa324

Tech levels are hardcoded in the game, there is no way to add new ones in between existing ones.
lexcpa324 22. aug. kl. 16:21 
stuff that could be "early industrial"
gunsmithing
watermills
smithing
all production of drugs (except go-juice)
chemfuel refining
chemical warfare
mortars
any modded research not locked to microelectronics
lexcpa324 22. aug. kl. 16:18 
hey, this is an EXCELLENT mod, but there is one problem
there is no drawn line between revolvers and assault rifles
I propose a change: splitting the "industrial" tag into two things
"early industrial" and "late industrial"

because im quite tired of playing colonies of settlers, bootleggers, and Napoleonic soldiers being raided by practical insurgents with stuff we have current day
ExiledShinobi01 20. aug. kl. 4:21 
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 19. aug. kl. 10:14 
@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  [ophavsmand] 19. aug. kl. 7:17 
@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 19. aug. kl. 6:35 
@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  [ophavsmand] 18. aug. kl. 17:09 
@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 18. aug. kl. 15:03 
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 17. aug. kl. 3:41 
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 16. aug. kl. 12:43 
That’s iirc from Vanilla factions expanded - tribal!
m00nl1ght  [ophavsmand] 16. aug. kl. 3:34 
@Z.E.R.T.

World Tech Level adds no such thing.
Probably comes from some other mod you have installed.
Z.E.R.T. 15. aug. kl. 20:41 
like i have a camp fire and they say begin advance to industrie
m00nl1ght  [ophavsmand] 15. aug. kl. 18:44 
@Z.E.R.T.

What do you mean by this?
Z.E.R.T. 15. aug. kl. 16:17 
normal that i have the option to go industrial ingame ?&
m00nl1ght  [ophavsmand] 15. aug. kl. 14:10 
@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 15. aug. kl. 5:06 
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  [ophavsmand] 15. aug. kl. 4:22 
@Stryyyder

No problem
Stryyyder 15. aug. kl. 2:06 
got it, thanks for the reply!
m00nl1ght  [ophavsmand] 14. aug. kl. 18:09 
@Stryyyder

Do the opposite, then you will get the opposite. (turn of all filters except Research)
Stryyyder 14. aug. kl. 15:11 
"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  [ophavsmand] 14. aug. kl. 4:30 
No problem
JossOwX 14. aug. kl. 4:29 
thank you for the response!
m00nl1ght  [ophavsmand] 14. aug. kl. 4:24 
@JossOwX

It means that stuff which drops down from space is not filtered.
JossOwX 13. aug. kl. 20:37 
What does "Allow technology obtained from space to exceed world's tech level" mean?
m00nl1ght  [ophavsmand] 13. aug. kl. 8:18 
No problem
Jixxor 13. aug. kl. 7:05 
Thanks again :b
m00nl1ght  [ophavsmand] 13. aug. kl. 6:55 
@Jixxor

Yes
Jixxor 13. aug. kl. 6:18 
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  [ophavsmand] 12. aug. kl. 9:58 
@Flurbel

Yes, unless you have a mod that converts them into medieval variants, such as "Medieval Fantasy Themed Quest Rewards" by Botch_Job
Jixxor 12. aug. kl. 7:08 
Thank you for the quick reply, I will do that then. Sorry I had not realised that was a possibility before.
Flurbel 12. aug. kl. 4:44 
Does this remove the special items such as luciferium or psychic shock lances at the medieval tech level?
m00nl1ght  [ophavsmand] 11. aug. kl. 16:23 
@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 11. aug. kl. 13:50 
To add to my former comment, I also keep getting Vac helmets offered as quest reward, with world tech level locked to medieval.
Jixxor 9. aug. kl. 16:57 
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  [ophavsmand] 8. aug. kl. 18:24 
@CluelessLemon

If you want to report an issue, please do so in the Bug Reports section and include a full HugsLib log.
joschmo7 8. aug. kl. 16:36 
A FUNCTIONAL TECH LIMITATION MOD, FREEDOM AT LAST
CluelessLemon 8. aug. kl. 15:09 
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  [ophavsmand] 8. aug. kl. 10:14 
@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  [ophavsmand] 8. aug. kl. 10:05 
@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 8. aug. kl. 9:06 
Tell me what to do if the regular technology tree does not disappear when activating the "Middle Ages"
Estam Nar 6. aug. kl. 18:53 
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 6. aug. kl. 14:43 
@maltsi I figured it it out with overrides I think. Thank you. I didnt know they existed.