RimWorld

RimWorld

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World Tech Level
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Mod, 1.5, 1.6
File Size
Posted
Updated
2.865 MB
25 Jan @ 4:58am
15 Jul @ 1:08pm
9 Change Notes ( view )

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World Tech Level

In 2 collections by m00nl1ght
m00nl1ght's Mods
4 items
m00nl1ght's Essentials: Medieval World [1.5]
36 items
Description
Control the level of technology available in the world. This mod filters out all game content above the desired tech level, which you can select on the world creation page.

Direct downloads for non-Steam users are available here: GitHub Releases[github.com]

The following tech levels can be selected:

Neolithic
Clubs and knives, bows, basic clothing, wood structures, simple farming, herbal medicine

Medieval
Swords and plate armor, smithing, advanced farming, complex ovens, simple chemistry

Industrial
Electricity, guns, IED traps, fossil fuels, chemical drugs, prosthetics, transport pods

Spacer
Power armor, pulse-charged projectile weapons, complex body implants, cryptosleep

Ultra
Mechanoids, nanotechnology, glitterworld medicine, advanced energy weapons, brain implants

Archotech
Advanced AI personas, psychic effectors, vanometric energy, acausal and atemporal devices


See RimWorld Wiki[rimworldwiki.com] for more information about tech levels in RimWorld.


Recommendations

The base game contains very little content for the Medieval tech level. So if you want to choose this tech level, I recommend adding some mods that add medieval content.

The most popular option is Medieval Overhaul, which also provides a well-designed medieval research progression. Additionally, there are also some great mods that convert various vanilla content into medieval variants.

If you are looking for a curated list of mods for a pure medieval world:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3045497390


FAQ

> Can I safely add this mod to an existing save?
Yes.

> Can I safely remove this mod from an existing save?
Yes.

> What is the difference between this mod and other tech-limit mods?
World Tech Level does not modify or remove any defs. This means it is fully save-compatible, less likely to conflict with other mods, and allows for more flexibility because the tech level can be changed at any time.

> Is there a way for me to only limit the technology in the world, but not my own?
Yes, you can disable the "Research" filter in the mod settings. That way all research will be available to you, and you can progress beyond the rest of the world.

> Does this mod mess with the pawn generation algorithm?
No, this mod leaves the vanilla algorithm untouched, filters run only after it has completed. No action is taken unless any of the generated weapons/apparel exceed the world's tech level.

> 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.


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
  • Items
  • Quests
  • Incidents
  • Factions
  • Creatures
  • Apparel
  • Weapons
  • Possessions
  • Prosthetics
  • Backstories
  • Traits
  • Diseases
  • Addictions
  • Damage types
  • Ideoligions
  • Xenotypes
  • Building materials
  • Mineable resources
  • Ancient debris
  • Asphalt roads
  • User interface

You can find a description of each filter and how it works on this page.


Customization

The tech level of individual things in the game can be customized in the "Overrides" tab of the mod settings. List of def types that can be customized:
  • Resources, items, food
  • Research projects
  • Weapons, apparel
  • Buildings, floors
  • Backstories, traits
  • Incidents, quests
  • Map generation steps
  • World generation steps
  • Ideology memes, precepts
  • Biotech xenotypes


Compatibility

Incompatible mods:
  • "Medieval - Vanilla"
  • "Rimedieval"

Multiplayer compatibility:
There have been mixed reports, so it probably depends on your specific setup. Please note that I can't provide any support for multiplayer-related issues.

If you find any other incompatibilities, please let me know.

When reporting bugs or mod conflicts, always upload your log file via HugsLib (press Ctrl + F12 directly after the problem happened) and include the link in your message. Without a log file there is no way for me to figure out what exactly is wrong or how to fix it.


Credit

World Tech Level extensively uses Harmony[github.com]
Thanks to Andreas Pardeike for creating this awesome patching library.

The preview image contains graphics from https://vecteezy.com


Links

[discord.gg]
[github.com]
Popular Discussions View All (4)
110
21 Aug @ 8:32am
PINNED: Bug Reports
m00nl1ght
21
19 hours ago
PINNED: Filter Suggestions
m00nl1ght
739 Comments
lexcpa324 8 hours ago 
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 8 hours ago 
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 @ 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 19 Aug @ 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] 19 Aug @ 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 19 Aug @ 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] 18 Aug @ 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 18 Aug @ 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 17 Aug @ 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 16 Aug @ 12:43pm 
That’s iirc from Vanilla factions expanded - tribal!