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Like Im bored of medieval-neolitics tribes attacking my M16 bearing killers
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.
you may want to consider updating with a text description.
<li Class="WorldTechLevel.ScenPart_WorldTechLevel">
<def>WorldTechLevel</def>
<defaultWorldTechLevel>Medieval</defaultWorldTechLevel>
</li>
Sorry I misunderstood what you meant. Yes, this mod provides a scenario part that can be used to specify the world's tech level.
Other mods can use defs to provide default tech levels, the same way World Tech Level does it itself. For an example, see: https://github.com/m00nl1ght-dev/WorldTechLevel/blob/main/1.6/Defs/TechLevels_ThingDefs.xml
There is a special rule for cryptosleep caskets, they are not filtered out regardless of tech level, because that would break some game mechanics. Rather than removing them, I recommend using a mod to make them medieval-themed, for example this one: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3035624471
I'm new to rimworld, but ancient ruins (cryptosleep and stuff) aren't mods, right? cuz they spawn too
If the items you are seeing are from other mods, make sure they have the correct tech levels set in the "Overrides" tab of the mod settings.
Yes, see FAQ for details
Just remove the Neolithic factions on the world creation page. You don't even need this mod for that, you can do it in vanilla.
If you set the world to Medieval, tribal factions will stay neolithic. Only factions above Medieval will be affected by the filtering of this mod.
They should be saved automatically. If they are not, you probably have the same issue as @Good Old Jim. If so, please post your log file in the Bug Reports section.
What do you mean by this?
Post in the Bug Reports section and always include your log file (full HugsLib log) and description of what exactly went wrong. Bug reports with no log file or useful description will be deleted.
Mod only includes tech levels for vanilla quests. If you want mod-added quests to be filtered, you need to set tech levels for them yourself. In the "Overrides" tab in the mod settings.
No problem, glad you got it working now
Try disabling the research filter entirely (in the "Filters" tab of the mod settings). If that does not change anything, then the issue is caused by something else, not World Tech Level.
You can change the world's tech level at any point, in the "Planet" tab on the world map. If you want to override the tech level of specific things in the game, check out the "Overrides" tab in the mod settings. Note that in addition to the thing itself, if it is locked behind some research, you need to override the tech level of that research project as well.
Yes
No, there are no plans for automatic changing of tech level.
As long as you have the "Weapons" filter enabled and the guns have correct tech levels assigned, they should be automatically replaced with bows.