RimWorld

RimWorld

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World Tech Level
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Mod, 1.5, 1.6
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2.865 MB
25.1. klo 4.58
15.7. klo 13.08
9 muutosilmoitusta ( näytä )

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World Tech Level

2 kokoelmassa, tekijä m00nl1ght
m00nl1ght's Mods
4 luomusta
m00nl1ght's Essentials: Medieval World [1.5]
36 luomusta
Kuvaus
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.

Please report bugs or mod conflicts in the Bug Reports section. 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]
Suositut keskustelut Näytä kaikki (4)
118
15.9. klo 10.51
TÄRKEÄ: Bug Reports
m00nl1ght
24
29.8. klo 15.42
TÄRKEÄ: Filter Suggestions
m00nl1ght
810 kommenttia
m00nl1ght  [tekijä] 13.10. klo 3.46 
@Vril

This mod does intentionally not modify the architect menu itself at all. It only affects it indirectly, by limiting which research projects are available for the player to research.

The reason for this: Filtering the architect menu directly would require adding deep patches into it's code. There are many mods which modify the architect menu, so this would cause a lot of mod conflicts. Maybe I will add a patch like this at some point in the future, but at the moment I don't have the time or motivation to deal with a potentially large amount of new incompatibilities.
Vril 12.10. klo 6.55 
If they don't need research, but your mod already can identify the tech level, why not allow us a toggle that can still remove them despite no research prerequisite? Because concrete floor needs stone cutting research which is neolithic and thats why concrete floors show in my medieval run. But if the mod identifies it as industrial, then all we need is a toggle, that will disregard research needs and just use that designation as a guideline for removal.
Vril 12.10. klo 6.51 
Ive set the world to medieval and im still allowed to build concrete floors, despite them being marked as industrial in your own mod. So what gives?
m00nl1ght  [tekijä] 12.10. klo 4.39 
@isalcaruz

You can use the "Overrides" tab in the mod settings to adjust the required tech level for any research project.
isalcaruz 12.10. klo 3.27 
Is there a way to exclude mods from the technology change? Some "medieval" research gets deactivated because it is found in advanced medieval medicine, or some prosthetics mods also get deactivated because they are treated as industrial research. This also happens with some mod research, though I’m not sure of all the content, but they are medieval-themed.

So I was wondering if there is a way to filter which mods are affected by the technology filter.
m00nl1ght  [tekijä] 11.10. klo 12.00 
@qux

This mod does not filter the architect tab. It only filters research. So if some other mod you have installed contains industrial stuff which is not locked behind any research, then it will be available.
m00nl1ght  [tekijä] 11.10. klo 11.59 
@Wrath

No. But you can simply remove neolithic and medieval factions when creating the world, no need for this mod.
m00nl1ght  [tekijä] 11.10. klo 11.58 
@Paolini

Thanks!
m00nl1ght  [tekijä] 11.10. klo 11.58 
@Beanyboi69

Some Odyssey content does currently not have tech levels assigned by default. You can assign them manually in the "Overrides" tab of the mod settings.
m00nl1ght  [tekijä] 11.10. klo 11.56 
@BottledDew

Yes, unless you disable that filter in the mod settings.