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My suggestion is "Allow ancient and alien high tech" filter. Things like mechanoid clusters, hightech weapon relic(Ideology) , orbital power beam targeter, space refugees , etc ... will always be available even if the tech level is medieval.They do not belong to the current era or this world so are not affected by other filters.
I know they will drop some modern things like unstable power cells or components but we can't use them with current technology anyway.
This already exists to some extent. Check the "Experimental" tab in the mod seftings.
Mech clusters are separate though. You can configure them in the "Overrides" tab in the "Incidents" category.
You can already do that by picking corresponding scenario. For example, if you pick the vanilla "Crashlanded" scenario and set the world tech level to Medieval, then your own colony will be Industrial (with access to all the Industrial research) while the rest of the world is Medieval.
Default filters, for example for events, filter only core and DLC - rest of events need to be changed via override.
It would greatly simplify things if it would be possible to for example set Medieval level to all events from Medieval Overhaul mod, especially that filtering per mod is already there, just needs a lot of clicking if there is also a lot of content in that section.
Thanks for the suggestion. Next update will contain bulk-set option that will apply selected level to all currently listed defs.
Update 1.1.0 is out now, which adds bulk-set and bulk-reset actions
IDK if my request is clear, but for example, I just want to see what items are locked for X faction at Y tech level. That way, I can pick and choose to change the tech level without needing to look at irrelevant items.
I think this is especially useful to crosscheck any changes made by the player, and also would benefit in expediting the editing process.
Cheers!
Thanks for the suggestion, added to the list of planned features.
Sorry, but I will not add that, it would cause major UI lag, with potentially thousands of defs displayed at once, or even tens of thousands in large mod packs.
What you can craft/produce is dependent on your completed research.
This mod already filters research, you should not be able to see or complete any research above the world's tech level.