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://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)
95
27 Jul @ 9:29am
PINNED: Bug Reports
m00nl1ght
17
12 Apr @ 3:23pm
PINNED: Filter Suggestions
m00nl1ght
681 Comments
m00nl1ght  [author] 15 hours ago 
@empblue

Just remove the Neolithic factions on the world creation page. You don't need this mod for that, you can do it in vanilla.
empblue 15 hours ago 
Can this make so all tech levels ABOVE my selected? Like I want every faction to be spacer and ultratech only. I'm tired of having full power armor and turrets and get attacked by some neolithics with wooden spears lol
m00nl1ght  [author] 20 hours ago 
@(≡◉‿‿◉≡)

What do you mean by "I edited a specific industrial faction into a neolithic/medieval"? That is not something you can do with this mod. There is only one global world tech level, not for individual factions.

If you mean the "Overrides" tab of the mod settings, that just controls at which global level the faction itself is allowed to be present (if you have the "Factions" filter enabled).

Regarding your desired setup you described: You can simply set the world to Medieval/Neolithic and in the "Misc" tab of the mod settings you can exclude specific factions from all filtering, so do that for the Industrial factions you want to keep.
(≡◉‿‿◉≡) 21 hours ago 
@m00nl1ght hello, question

I edited a specific industrial faction (e.g pigskin, saurid) into a neolithic/medieval. But whenever I set the tech level into industrial while creating a world. Their current tech level (neolithic/medieval) reverts back to their old tech level (industrial).

Is there a way to make it permanently set up like that even though I chose the industrial? I kind of want to play an industrial/spacer with some industrial faction (allies/traders) while being outnumbered and overwhelmed by tribal raiders.
m00nl1ght  [author] 29 Jul @ 1:52am 
@Engineer Gaming Part 3

In that case, just remove the Neolithic and Medieval factions on the world creation page. You don't need this mod for that, you can do it in vanilla.
Engineer Gaming Part 3 28 Jul @ 11:21pm 
@m00nl1ght No I mean like have factions be industrial, spacer, and ultratech, while no medieval or neolithic
KINGFLUMPH 28 Jul @ 9:07pm 
Disregard, I figured it out, I'm just blind lol. If it was a snake it would have bit me, as my dad says
KINGFLUMPH 28 Jul @ 9:04pm 
I'm having the same problem as Q, where it won't give me the option to change the tech level on the planet screen (button just isn't there). I have the Harmony patch for Mac installed, and all my mods loaded in with no red errors, I can't see any signs of specific issues, but Q's fix doesn't seem to be working for me. Any advice?
m00nl1ght  [author] 28 Jul @ 5:55pm 
@Engineer Gaming Part 3

The level between "Industrial" and "Ultra" is called "Spacer".
Engineer Gaming Part 3 28 Jul @ 5:43pm 
How would I limit the world tech level to be between industrial and ultratech