RimWorld

RimWorld

World Tech Level
 This topic has been pinned, so it's probably important
m00nl1ght  [developer] 25 Jan @ 9:34am
Filter Suggestions
If you have any suggestions for additional filters, or changes to existing filters, please post them here.
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Showing 1-15 of 17 comments
ơŠă£ 26 Jan @ 3:36am 
Great mod my bro.
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.
m00nl1ght  [developer] 26 Jan @ 4:25am 
@ơŠă£

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.
ơŠă£ 26 Jan @ 4:38am 
Thank you !
I would absolutely love a slider that controls the player technology separately to the world tech. I know there's a toggle but it would be cool if I could say, be the only industrial on a medieval world.
m00nl1ght  [developer] 26 Jan @ 4:28pm 
@Numberkool

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.
Something to consider - a one click apply specific tech level to whole mod content in override section.

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.
m00nl1ght  [developer] 1 Feb @ 11:26am 
@R4nD0mI3z

Thanks for the suggestion. Next update will contain bulk-set option that will apply selected level to all currently listed defs.
Thank you! This would greatly simplify setting that raw materials and items I have from mods :)
m00nl1ght  [developer] 2 Feb @ 4:16am 
@R4nD0mI3z

Update 1.1.0 is out now, which adds bulk-set and bulk-reset actions
Hello, thank you for the mod. Is it possible to add filters in the overrides section to: 1.) isolate changes made by the player as opposed to the default, and 2.) sort by the tech level of items listed?

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!
m00nl1ght  [developer] 7 Feb @ 3:36am 
@jagi

Thanks for the suggestion, added to the list of planned features.
Show All Content for the Override button please. To make it easier for that content to transform into a specific tech.
m00nl1ght  [developer] 17 Feb @ 4:07am 
@(≡◉‿‿◉≡)

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.
Im not sure if this is intended for UI filters but I can still get bills to make "undiscovered" items.. maybe a filter to remove undiscovered items from production menus?
m00nl1ght  [developer] 18 Feb @ 4:41am 
@Wavebuilder14

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.
Last edited by m00nl1ght; 18 Feb @ 4:42am
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