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Making mods is not always about making everything historically accurate. Things like balancing also come to mind - I decided to make trenches industrial era because they lower range of ranged weapons. Medieval era doesn't really have a lot of ranged weapons, hence industrial era is simply a better fit, whilst also giving something interesting to look forward to.
They block all kinds of projectiles - mortar shells, drop pods, you name it.
It's not Something to Look forward to though when playing a Medieval style and/or Fantasy type world where it's limited on purpose.
There are many mods that add quite a few ranged medieval era weaponry. Various bows/crossbows/slings/ blowguns & Siege weaponry, Including one of your own I do believe. Theres also of course RimWorld of Magic & Alpha Animal's which both add various projectile attacks.
Maybe if you'd be open to catering to those who enjoy playing that way through adding it as a mod option? as balance for an increase research cost?
You can easily access the ResearchDefs xml file yourself and edit <techLevel>Industrial</techLevel> to <techLevel>Medieval</techLevel>.
Time we can spend on modding is limited, and I believe it's better we spend it fixing game breaking bugs and releasing new mods. Perhaps when all the mods we wanted to release are released, we will go over all the mods and open such mod options, but right now, they amount of time we would have to spend on it is simply not worth it.
That's good to know, shame I lost my colony before I could give it a try.
Keep making mods that expand on the severely lacking late game.
I hate how the game is meant to end with your colony crumbling under 40 centipedes, your vanilla expanded packs at least give me options to keep evolving past the intended end-game.