边缘世界 RimWorld

边缘世界 RimWorld

World Tech Level
795 条留言
BottledDew 18 小时以前 
Does this mod stop compacted machinery/components from naturally spawning during world gen?
m00nl1ght  [作者] 10 月 3 日 上午 4:44 
@AK_icebear

Sorry, but that is out of scope for this mod. You can change the world's tech level manually, in the "Planet" tab on the world map. But no automatic changing feature is planned.
AK_icebear 10 月 3 日 上午 1:10 
Could this mod have an option to advance the world tech level under certain criteria? Eg to always be one tech level above my colony?
Lionheart 9 月 30 日 上午 2:53 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
FluffDragon 9 月 29 日 下午 3:44 
AlwaysDefaultToUnrestricted somehow got flipped to true despite the default being false and me not being aware the setting existed, this seems to be working now. Very nice feature.
<li Class="WorldTechLevel.ScenPart_WorldTechLevel">
<def>WorldTechLevel</def>
<defaultWorldTechLevel>Medieval</defaultWorldTechLevel>
</li>
m00nl1ght  [作者] 9 月 29 日 上午 2:50 
@FluffDragon

Sorry I misunderstood what you meant. Yes, this mod provides a scenario part that can be used to specify the world's tech level.
FluffDragon 9 月 28 日 下午 1:34 
That is just setting the cutoff for individual thingdefs, though? I see nothing related to scenario or setting the world tech level
m00nl1ght  [作者] 9 月 27 日 上午 7:32 
@FluffDragon

Other mods can use defs to provide default tech levels, the same way World Tech Level does it itself. For an example, see: https://github.com/m00nl1ght-dev/WorldTechLevel/blob/main/1.6/Defs/TechLevels_ThingDefs.xml
FluffDragon 9 月 26 日 下午 1:15 
Would it be feasible to add a feature that lets other mods specify a default or forced tech level, via a scenario or by patching a specific def? It would be a neat feature for modpacks and preventing user mishap.
m00nl1ght  [作者] 9 月 26 日 上午 5:31 
@Nick

There is a special rule for cryptosleep caskets, they are not filtered out regardless of tech level, because that would break some game mechanics. Rather than removing them, I recommend using a mod to make them medieval-themed, for example this one: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3035624471
Nick 9 月 26 日 上午 3:28 
@m00nl1ght

I'm new to rimworld, but ancient ruins (cryptosleep and stuff) aren't mods, right? cuz they spawn too
Tailtia 9 月 25 日 上午 2:19 
Oh thank you, I thought I read the FAQ thoroughly, but obviously not! Thanks again!
m00nl1ght  [作者] 9 月 24 日 下午 4:34 
@Nick

If the items you are seeing are from other mods, make sure they have the correct tech levels set in the "Overrides" tab of the mod settings.
m00nl1ght  [作者] 9 月 24 日 下午 4:31 
@Tailtia

Yes, see FAQ for details
Nick 9 月 24 日 上午 11:56 
I might be using this wrong, but if I restrict the tech level to medieval, guns still show up. Ancient ruins show up, too.
Tailtia 9 月 24 日 上午 10:02 
Is there a way to limit the tech level while a colony is in progress / mod added after?
m00nl1ght  [作者] 9 月 23 日 下午 4:21 
@Husker_85

Just remove the Neolithic factions on the world creation page. You don't even need this mod for that, you can do it in vanilla.
Husker_85 9 月 23 日 上午 11:31 
Can I use this to set a minimum tech level for the world? I don't want to keep seeing raiders with granite hatchets early game
m00nl1ght  [作者] 9 月 18 日 上午 2:33 
@FreakBob™

If you set the world to Medieval, tribal factions will stay neolithic. Only factions above Medieval will be affected by the filtering of this mod.
FreakBob™ 9 月 17 日 下午 3:50 
is it possible to set individual factions tech level? like the world is set to medieval, but the tribal factions are set to neolithic
howardts168 9 月 15 日 上午 4:34 
@m00nl1ght OK, Thank you~
m00nl1ght  [作者] 9 月 15 日 上午 3:30 
@howardts168

They should be saved automatically. If they are not, you probably have the same issue as @Good Old Jim. If so, please post your log file in the Bug Reports section.
howardts168 9 月 14 日 上午 7:31 
I wonder how to save the change of technology level
howardts168 9 月 14 日 上午 7:30 
@m00nl1ght Sorry by my poor english . When i already changed the item's technology level after next time enter game all technology levels return to default
m00nl1ght  [作者] 9 月 14 日 上午 5:09 
@howardts168

What do you mean by this?
howardts168 9 月 14 日 上午 2:15 
How do I save the changed of technology level?
Good Old Jim 9 月 13 日 上午 6:24 
having an issue where the mods filters reset every time I reload the game. No errors just the settings I apply don't stick after I close and relaunch the game.
m00nl1ght  [作者] 9 月 10 日 上午 5:43 
Reminder - How to report an issue:
Post in the Bug Reports section and always include your log file (full HugsLib log) and description of what exactly went wrong. Bug reports with no log file or useful description will be deleted.
m00nl1ght  [作者] 9 月 9 日 上午 9:18 
@Vragerr

Mod only includes tech levels for vanilla quests. If you want mod-added quests to be filtered, you need to set tech levels for them yourself. In the "Overrides" tab in the mod settings.
Vragerr 9 月 8 日 上午 10:31 
quest filter(or icidents idk , but tryed both ) didn't work with milira quests .
Iceobeasty 9 月 7 日 上午 10:14 
does anyone know how to permanently restrict salvagers to spacer?
m00nl1ght  [作者] 9 月 4 日 下午 3:22 
@Yinyang107

No problem, glad you got it working now
Yinyang107 9 月 4 日 下午 3:03 
Well, I don't know if I did something wrong yesterday or just hallucinated changing the overrides and didn't actually do so, because they were all set to default when I checked just now. Sorry for bugging you, it's working now
m00nl1ght  [作者] 9 月 4 日 下午 1:15 
@Yinyang107

Try disabling the research filter entirely (in the "Filters" tab of the mod settings). If that does not change anything, then the issue is caused by something else, not World Tech Level.
Yinyang107 9 月 4 日 上午 8:27 
I did both of those (changed the overrides, then changed planet tech to unrestricted, then back to medieval) but the research is still not available.
m00nl1ght  [作者] 9 月 4 日 上午 4:23 
@Yinyang107

You can change the world's tech level at any point, in the "Planet" tab on the world map. If you want to override the tech level of specific things in the game, check out the "Overrides" tab in the mod settings. Note that in addition to the thing itself, if it is locked behind some research, you need to override the tech level of that research project as well.
Yinyang107 9 月 3 日 下午 5:54 
I didn't realize that medieval tech would disable Anomaly holding platforms when I started the run. Is there a way to change the settings mid-run? (tried setting planet tech to unrestricted after changing settings then back to medieval but it didn't update)
golemgamersla1234 9 月 3 日 下午 4:11 
absolutely amazing mod for dynamic progression,on my opinion
:steamthumbsup::os_niko:
m00nl1ght  [作者] 8 月 31 日 上午 11:26 
@TheLtRogers

Yes
TheLtRogers 8 月 31 日 上午 7:08 
does changing the tech level of an existing planet down to neolithic for example put all other factions at that level, such as pawns in raids and their settlements?
Siveen 8 月 31 日 上午 4:42 
Understood. Thanks for your time :)
m00nl1ght  [作者] 8 月 31 日 上午 4:41 
@Your Best Friend

No, there are no plans for automatic changing of tech level.
Siveen 8 月 31 日 上午 12:11 
Are there any plans to allow the planet to slowly tech up as well?
m00nl1ght  [作者] 8 月 30 日 下午 5:21 
@heaven

As long as you have the "Weapons" filter enabled and the guns have correct tech levels assigned, they should be automatically replaced with bows.
heaven 8 月 30 日 上午 4:51 
I see the comments that some things in Odyssey have the wrong default tech level. I got a quest (Ancient Mercenaries) and spent a good while traveling to them to discover non-Medieval ruins and enemies with guns. Just checking that the quests should be completely disabled; there's nothing that re-configures how they spawn (bows instead of guns, etc)?
ambi 8 月 27 日 上午 7:12 
very nice. will test on my industrial age playthrough :D
CtrlAltFunk 8 月 27 日 上午 5:35 
@m00nl1ght would you consider adding an 'All' filter category? That way I could key word filter everything instead of having to go through each category step by step
CtrlAltFunk 8 月 26 日 上午 5:18 
ah cheers that makes sense.
lexcpa324 8 月 24 日 下午 3:03 
understood
m00nl1ght  [作者] 8 月 24 日 上午 4:32 
@CtrlAltFunk

Currently the default tech levels for some Odyssey content are incorrect. When I have more time for mod development again I will push an update which will add the defaults. For now the only workaround is to manually set the tech levels for the Odyssey quests and items in the "Overrides" tab of the mod settings.