RimWorld

RimWorld

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World Tech Level
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Mod, 1.5, 1.6
File Size
Posted
Updated
2.856 MB
25 Jan @ 4:58am
27 Jun @ 10:52am
8 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://steamhost.cn/steamcommunity_com/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)
83
18 hours ago
PINNED: Bug Reports
m00nl1ght
17
12 Apr @ 3:23pm
PINNED: Filter Suggestions
m00nl1ght
639 Comments
m00nl1ght  [author] 9 hours ago 
@Goober

The only part where that makes sense is the factions. You can do that by removing the low-tech factions in the vanilla world creation screen, no need for this mod.
Goober 14 hours ago 
Is there a way to filter out everything below my desired tech level
Mortagon 15 hours ago 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Mc.turdle 20 hours ago 
is this working with the new dlc?
Ser Gary Goonin 10 Jul @ 10:16pm 
Disregard my previous post. After using my standard intellect, I have observed that the "Weapons" filter is what's causing it, not a bug at all. (Mod options > World Tech Level > Filters)
Ser Gary Goonin 10 Jul @ 9:30pm 
Not sure as to why, but it looks like this mod occasionally causes gestated mechanoids to spawn with random weapons depending on what the world tech level was set to. After testing on neolithic, medieval, and industrial, same results though more common on industrial. Spacer and ultra seem to do it less? Might be a mod conflict, but I'm not sure.
m00nl1ght  [author] 5 Jul @ 6:03am 
@(≡◉‿‿◉≡)

Yes, as I said, the Factions section in the Overrides tab controls at which levels the faction themselves can appear. This does not affect their equipment/weapons/armor and such. That is still controlled by the overall world tech level.
(≡◉‿‿◉≡) 5 Jul @ 5:59am 
in the factions section.

I set the Waster Pirates, Yttakin Pirates, and Rough Pigskin as neolithic. But when I try to manually dev a raid. They show up as a medieval faction. Soo instead of having tribal apparels (e.g tribal mask). They have medieval armors.
m00nl1ght  [author] 5 Jul @ 5:56am 
@(≡◉‿‿◉≡)

What do you mean by "set it up as neolithic"?
(≡◉‿‿◉≡) 5 Jul @ 5:55am 
@m00nl1ght I mean it when I point my mouse to the faction. The current technology shows up as medieval even though I set it up as neolithic. Sooo I thought maybe it's a glitch or a bug?