RimWorld

RimWorld

World Tech Level
 This topic has been pinned, so it's probably important
m00nl1ght  [developer] Jan 25 @ 9:25am
List of Filters
All filters are optional and can be toggled on/off in the mod settings.
If all filters are turned off, the mod does nothing.


Research
Filters research projects available to the player. Also filters the corresponding techprints.

Items
Filters quest rewards, trader stock and other randomly generated sources of items in the world.

Quests
Filters out quests and quest sub nodes that contain content exceeding the world's tech level. Only filters vanilla and DLC quests. Does not reduce the overall amount of quests given.

Incidents
Filters out storyteller-triggered incidents that contain content exceeding the world's tech level, e.g. mech clusters or toxic fallout in a medieval world. Only filters vanilla and DLC incidents.

Factions
Filters factions based on the tech level defined by their author. Also applies to temporary factions generated for quests.

Creatures
Replaces creatures that exceed the world's tech level with appropriate alternatives, for example in quest sites and trade caravans. Only affects vanilla and DLC creatures.

Apparel
After a new creature is generated, if any piece of apparel exceeds the world's tech level, that specific piece is replaced with the equivalent of lower tech level, e.g. Flak Jacket -> Plate Armor.

Weapons
After a new creature is generated, if its weapon exceeds the world's tech level, it is replaced with the lower tech level equivalent of the same weapon class, e.g. SMG -> Recurve Bow.

Possessions
Filters initial inventory items that colonists and enemies can generate with, such as food, medicine and drugs.

Prosthetics
Prevents creatures from generating with artificial body parts or prosthetics that exceed the world's tech level.

Backstories
Filters backstories based on assumed tech level. Note that the classification is keyword based and not perfect. Please report any issues in the Bug Reports section.

Traits
Prevents creatures from generating with traits that conflict with the word's tech level, such as the Transhumanist trait in a medieval world.

Diseases
Filters technology related diseases like Sensory Mechanites if world tech level is below Ultra.

Addictions
Prevents addictions from randomly being applied to new creatures if the corresponding drug would be unobtainable because it exceeds the world's tech level.

Damage types
If the world's tech level is below Industrial, prevents creatures from generating with old gunshot wounds or scars.

Ideoligions
Filters possible memes and precepts of ideoligions. Affects both randomly generated faction ideoligions and the player ideoligion editor.

Xenotypes
Filters possible options when a xenotype is randomly assigned to a creature. Does not affect creatures that are generated with a fixed xenotype, e.g. as part of some quests and incidents.

Building materials
Filters the materials of ruins and other structures on the map. Only affects map generation.

Mineable resources
Filters mineable ores generated on the map. For example, Compacted Components will not appear if the world's tech level is below Industrial. Also affects meteors.

Ancient debris
Filters ancient structures and debris on the map, such as derelict vehicles, mechanoid parts and other junk. Only affects map generation.

Asphalt roads
Prevents asphalt roads from being generated into the world if tech level is below Industrial.

User interface
Filters items displayed in stockpile settings and other places in the user interface. In some places, the items will appear as "(undiscovered)" or grouped into an "Undiscovered" category.
Last edited by m00nl1ght; Feb 1 @ 2:20pm