RimWorld

RimWorld

World Tech Level
639 Comments
m00nl1ght  [author] 12 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 18 hours ago 
Is there a way to filter out everything below my desired tech level
Mortagon 18 hours ago 
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Mc.turdle 11 Jul @ 3:55pm 
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?
m00nl1ght  [author] 5 Jul @ 5:53am 
@Goober

What do you mean by that?
m00nl1ght  [author] 5 Jul @ 5:52am 
@(≡◉‿‿◉≡)

I assume you mean the "Factions" section in the overrides tab? This 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 @ 4:34am 
@m00nl1ght hello, I tried to change the tech level of the factions (yttakin, pigskin, and waster) into medieval and it works great.

But whenever I try change it into neolithic, the system forces them to generate as medieval. Soo they appear with medieval tech weapons/armors.

Is that a bug/glitch that forces the system to change them from neolithic -> medieval? if so please fix.
Goober 5 Jul @ 2:28am 
is there an option for selected tech level and up?
m00nl1ght  [author] 3 Jul @ 11:51am 
@Mr. KitKat

There is no automatic progression, only global tech level that you can manually change.
Mr. KitKat 3 Jul @ 11:39am 
I got a bit of a dumb question, but I'll shot my shot anyways.
Does this mod have a Civ-like tech progression for all colonies or is it just a way to toggle tech limit manually at any point?
StockSounds 2 Jul @ 8:03am 
I like this mod because if I'm like "I just wanna do medieval right now" I don't have to restart the game and spend an hour fixing my modlist, I just use this.
m00nl1ght  [author] 1 Jul @ 3:29am 
@Billo J Dahka

Not currently, but thanks for the suggestion, I'll add an option for that in the next update.
Billo J Dahka 30 Jun @ 8:40pm 
is there a way to make the dev quicktest option use a restricted tech level before it loads? it would be beyond huge for modpack testing.
cobruh 30 Jun @ 2:51am 
fixed it by moving the mod all the way up in the list, just below the DLC
m00nl1ght  [author] 30 Jun @ 1:36am 
@cobruh

If you want to report an issue, make a proper bug report in the Bug Reports section and include your log file.
cobruh 29 Jun @ 11:54pm 
adding this to my medieval modlist prevents me from generating a world.
when i click the generate button the window flashes for a milisecond and then nothing happens?
m00nl1ght  [author] 27 Jun @ 12:21pm 
@Jesus de Vere

Use this button https://imgur.com/a/idW6ldK
m00nl1ght  [author] 27 Jun @ 12:21pm 
@NeO_Obsidian

The "Creatures" filter currently only applies to trader stock. There is no filtering for animals spawning on the map, however this is planned for a future update. For now you need to rely on other mods for that.
m00nl1ght  [author] 27 Jun @ 12:20pm 
@Muad'dib

Factions will never advace past their natural tech level. For example, medieval factions will not start using guns when you increase the WTL in an ongoing game. Only Industrial+ factions will.

Yes, events/incidents from the new tech level will start happening when you change WTL in an ongoing game.

I try to create compatibility patches for other mods as best I can, but rely on players reporting it when they are needed. So thanks for letting me know about the VE Insects event, I'll add a patch for it in the next update.
m00nl1ght  [author] 27 Jun @ 12:20pm 
@Gedsparrow

Thanks for reporting, I'll try to create a compatibility patch in a future update.
m00nl1ght  [author] 27 Jun @ 12:19pm 
@Przyhol

The filter for individual buildings only applies to trader stock. Walls and doors are never sold by traders anyway, therefore they are not shown in the "Overrides" section. Buildings on the map are handled separately, and filtered only based on the material they are made of.
KNAPPE0 26 Jun @ 12:46pm 
@Muad'dib

They definitely do patch other mods since so far I seen about 7 other mod patches to ensure compatibility with them. If you switch to a higher tech level than it will unlock that tech level and everything should have access to it now and such I believe
Jesus de Vere 18 Jun @ 11:54am 
How can I change techt level mid game?
Kayawolf 17 Jun @ 8:10am 
@azoorfox calm down, wtf. 1.6 isnt even officially out yet, give modders some time, tjeez
NeO_Obsidian 16 Jun @ 2:25pm 
I'm not sure I fully understand this - I've set many Creatures to be Medieval, Industrial, or later. I have started a brand new save using Vanilla Expanded Tribals, starting with random pets.

I start as Animal (pre-Neolithic) as part of that scenario, and the world is Neolithic when I pick a tile to settle on. Yet as I load into the tile:

1) The random pets that get given to me are from a variety of eras past Neolithic
2) Animals on the map are from a variety of eras past Neolithic

I thought there could be a conflict with "Choose Wild Animal Spawns", but I removed that and no change. No errors of note in the log either.

Is this potentially another conflict somewhere, or am I just not understanding this mod and its config correctly?
Scout Gaming 14 Jun @ 5:04am 
Thank you for adding my suggestion! Can't wait for 1.6 version woooo
Muad'dib 13 Jun @ 9:29am 
Are you patching any mods? I think Vanilla Expanded Insects 2 has an infested ship event that causes me to keep seeing crashing ship parts filled with insects. It's not a big deal, just figured I'd mention it if you do try to patch other mods.
BrGuardian 12 Jun @ 7:07pm 
CE compatible?
TheBigBaconator 11 Jun @ 8:43pm 
sorry i mustve missed that in the faq, thanks!
Muad'dib 11 Jun @ 8:42am 
I'm a little unsure how changing the world tech level works.

As it is, I started at medieval level. I have tribals, neanderthals, clans (VE), kingdoms (VE Medieval 2), Empire (Also VE Empire). Every single one has been locked to medieval tech, including the empire.

If I adjust to industrial level since I'm starting to research industrial tech then I would assume Empire starts getting guns. But will the others as well? Will the clans and kingdoms start carrying guns?

also will it mean higher tech events start happening like toxic fallout?
NameInProgres 11 Jun @ 4:56am 
thebigbaconator, in the FAQ stands "> 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."
TheBigBaconator 10 Jun @ 6:10pm 
hey I'm working on adding this to my medieval playthrough, but i can't seem to find how to limit the world level since Im adding it partway through, could someone tell me how to do it?
Gedsparrow 10 Jun @ 12:11pm 
Hi, I'm using CE and having some problems with enemy arrows, started up a new game and raiders are being properly limited to using bows for the medieval era, but they're not spawning with arrows. Any ideas to fix this?
Przyhol 9 Jun @ 11:20am 
Hey two questions
1. Is it possible to set walls and doors to different era's ? because i cannot set it in the settings.
2. When i try to set building to later era they still stay in Neolithic era, what can i do ?
m00nl1ght  [author] 7 Jun @ 10:54pm 
@Aoidston

Thanks for the suggestion, added to the list of planned features.
Aoidston 7 Jun @ 7:17pm 
It would be great to add an option to prevent items from spawning in any era, in order to avoid certain weapons being too overpowered. This could also serve as a replacement for Cherry Picker.
m00nl1ght  [author] 6 Jun @ 7:41am 
@ksauthor

No problem
ksauthor 5 Jun @ 11:37pm 
Thank you for adding that ‘exclude from all filters’ option!
m00nl1ght  [author] 4 Jun @ 7:45am 
@Muad'dib

Yes, the toxic fallout incident is disabled at the Medieval level. For future reference: You can check which incidents, quests and other things are disabled at which levels by looking in the "Overrides" tab in the mod settings.

Regarding VEE, yes content from mods is filtered on a best effort basis, it will never be perfect and automatically modifying things like quest texts is not really feasible.
Muad'dib 4 Jun @ 6:46am 
Thanks for the response about dropped components. I'm actually glad that most, but not all, events are disabled when set to medieval.

This does spread to another question though. I'm a little surprised I've not seen a toxic fallout in a while. Is that because of this mod?

I only ask because every now and then I get quests that mention high tech like ships in orbit but I assume that is Vanilla Expanded Empire adding a few things you have not/can not patch since the empire is showing up in medieval gear at least.
m00nl1ght  [author] 4 Jun @ 6:40am 
@Bler

For the first question:

If you set a faction to appear anyway, their equipment and clothing will be replaced with similar items that match the selected world tech level. For example, an Assault Rifle would be replaced with a Recurve Bow when the WTL is set to Medieval.

But if you prefer, it is possible to completely exclude a faction from all filtering, therefore keeping all their original equipment regardless of WTL. You can find this option in the "Misc" tab of the mod settings.

For your second question:

Default tech levels for xenotypes have been determined based on their lore text/description.
Bler 3 Jun @ 7:18pm 
I have 2 questions. I apologize if they've been asked previously.

1:
If I have a high-tech faction, like the Covenant from Halo for example, and set the World Tech Level to medieval, but set that Covenant faction to appear anyway, what sort of weapons and apparel will that faction use? Will they still use their high-tech stuff? Will their plasma guns and energy swords be replaced by crossbows and axes? Or will they just be naked and unarmed? Or maybe they just won't appear at all because their "Creature" types (colonist/villager/guard/etc) are set to a high tech?

2:
Why are some of the default xenotypes set to specific tech levels?
m00nl1ght  [author] 3 Jun @ 1:03pm 
@Muad'dib

This mod does not change drops from buildings, so yes crashed shuttles still give components. However, most events that cause ship chunks / shuttles to appear are disabled when the WTL is set to Medieval. If you want those events and other things from space to ignore the WTL, you can enable that in the "Misc" tab of the mod options.
Muad'dib 3 Jun @ 7:43am 
To add on to that question: I have a world tech of Medieval while I'm allowed to progress beyond.