RimWorld

RimWorld

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World Tech Level
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Mod, 1.5, 1.6
File Size
Posted
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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.

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]
Popular Discussions View All (4)
118
15 Sep @ 10:51am
PINNED: Bug Reports
m00nl1ght
24
29 Aug @ 3:42pm
PINNED: Filter Suggestions
m00nl1ght
820 Comments
SirKaas 7 hours ago 
how do you use or activate the mod in game
m00nl1ght  [author] 30 Oct @ 6:04pm 
@Chernobyltoast

If you want to report an issue, please do so in the Bug Reports section. Make sure to include all details needed to replicate the issue, such as which items and research are affected.
Chernobyltoast 30 Oct @ 6:17am 
I'm noticing an issue where stuff I can unlock with low tech level (medievel in my case) don't appear as discovered, presumably because they're also a part of a higher tech research that isn't available
m00nl1ght  [author] 26 Oct @ 7:53am 
@Cardinal Intelligentsia

Please read the FAQ
Cardinal Intelligentsia 25 Oct @ 12:55pm 
How do I "level up" when it comes to tech when I started a game as neolithic? It seems there is no way to naturally to advance. Is there a filter I need to select to make medieval research options available?
tide{S}haper industries 21 Oct @ 5:48am 
The only mod that ever existed to my knowledge, allowing (vanilla) factions to raise in tech-level with the player, shows that it's not that simple and can actually be considered more a 'content-mod' than just mechanics. NPC factions in RW don't have techlevels like the player, what items their pawns spawn in with is defined via tags directly in their pawnKinds - and those all are basically 'handcrafted'. For a mod to allow such feature, it has to remove an existing faction or at least their pawnKinds and then replace them with variants that are set up to use higher-tech equipment. Since outfit tags can be chosen on a whim by modders though, that makes every such attempt handcrafted though - or at least it's quite complicated to set up the logic otherwise. Long story short; it feels like such a feature would be overreaching for what this mod is supposed to do.
BottledDew 17 Oct @ 11:18am 
@Vril, For now it seems like this is it. Unless someone makes a patch to have this mod auto raise world tech to your colony tech.
Vril 17 Oct @ 10:54am 
Is there a mod or this mod can do that, where factions progress with the tech as we do, and reach the tech limit set by this mod.
JuzekGracz 14 Oct @ 9:00am 
to answer my previous comment- i had debug turned off (xD) and thats why it didnt pop up also i figured out why it didnt work. if you have Vanilla backstories expanded+Medieval backstories patch and or house sanguine it won't spawn medieval settlements
JuzekGracz 14 Oct @ 8:11am 
When i tried to add new factions, when i got from neolithic to medieval i got a pop up that said "failed to generate faction: *faction name*"(medieval overhaul noble houses) it worked on every other factions from medieval to unrestricted but not from mods and not 0 notifications on debug log i have 170 mods please help