RimWorld

RimWorld

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Tech Level Enforcement
   
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Mod, 1.5
File Size
Posted
Updated
77.581 MB
18 Feb @ 10:58pm
6 Apr @ 2:11pm
5 Change Notes ( view )

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Tech Level Enforcement

Description
This mod enforces tech level restrictions for the player's faction.

Features

Auto-Dismantle Too Advanced Equipment

Items that exceed your colony’s tech level can be automatically dismantled—no more bypassing the research tree by looting spacer gear too soon.

Optional Salvage: Dismantled gear spawns raw materials (based on the item’s cost) so nothing goes to waste!

Configurable “Allowed Higher Tech”

Toggle on/off the ability to use items up to 1 or 2 levels above your current tech.

Perfect if you want a less restrictive experience while still keeping some challenge.

Chance to Keep

A customizable item save chance (0–100%). Even if an item is “too advanced,” you can set how often it remains undismantled.

Whitelists for Safe Items

Starting Gear Whitelist: Protect items your colonists spawn with. (Automatically populated or manual—your choice!)

Quest Reward Whitelist: Keep rare quest items safe from dismantling.

Trader Purchase Whitelist: Anything you buy from a trader gets a free pass in future checks.

Trader Item Limiter

Prevent traders from even carrying gear that’s beyond your tech level—keeps your market realistic and consistent with your colony’s progress.

Per-Save Whitelists

Each colony has its own set of whitelisted items, so multiple playthroughs won’t overlap.

No more global config bloat; each save is uniquely tracked.

Simple Settings

Toggle individual features on/off.

Adjust the dismantle chance and maximum allowed tech levels in the Mod Settings.

Everything is designed to work without restarting (except the Trader Limiter, which needs a one-time reload).

How It Works

Pick Up Gear

When a colonist acquires an item above your allowed tech, the mod checks your settings.

If it fails the checks, the item is dismantled, optionally spawning raw materials at the pawn’s feet.

A helpful message notifies you when it happens.

Trader Limiting

When a trader arrives or you open comms, advanced items can vanish from their stock if you have the limiter enabled.

Whitelists

Items on any enabled whitelist are always safe from dismantling.

For newly purchased items, the mod auto-whitelists them on successful trade (if that feature is enabled).

Your colony’s starting gear (pawns, drop pods, or items on the ground) can also be automatically whitelisted for a smooth beginning.

Per-Save Data

Each save’s whitelist is tracked independently, so multiple colonies don’t mix item rules.

Compatibility

Compatible with most mods, including those that add new items/tech levels.

Safe to add mid-playthrough (some features like Trader Limiter may require a game reload).

If you remove the mod mid-game, any dismantling or whitelists will no longer apply (back up your save!).

Known Issues & Tips

Factionless Items: Some mods might spawn items without a faction or scenario items in unusual ways. Our auto-whitelist tries to catch them, but you can manually edit whitelists if something gets missed.

Balance: By default, advanced items are entirely disallowed. You can tweak the “Allow Higher Tech Items” to let you adopt new tech more freely.

Save/Load: The mod’s data is saved in your RimWorld file per colony, ensuring no overlap across multiple saves.
6 Comments
Summersausages2(TTV)  [author] 10 Jul @ 2:18pm 
Na thats a great question... It "Should" work theres settings in my mod to enable and disable pretty much everything, however unless you can disable its (Arcane Tech) features youll lose out on a few things like disassembly. but nothing should break and game should be playable with both
VolatileGlitchAviator 10 Jul @ 1:45pm 
this might sound like a dumb question but does this mod work with arcane tech mod? Its required for fernys mods but this seems like a better thing, XD
Summersausages2(TTV)  [author] 6 Apr @ 2:15pm 
Fixed also updated the patches xml as i forgot to change it on release
Summersausages2(TTV)  [author] 6 Apr @ 1:14pm 
Good catch i'll update soon
TeH_Dav 6 Apr @ 12:42pm 
Just a little error; the Defs folder should be named Patches, as the only XML inside it is a patch file. The game keeps telling me it's incorrect so I figured I would report it.
StockSounds 19 Feb @ 5:33am 
No matter what kind of cyber man you evolve into, there are two kinds of people in this world. Short people, and tall people.