Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
This mod does intentionally not modify the architect menu itself at all. It only affects it indirectly, by limiting which research projects are available for the player to research.
The reason for this: Filtering the architect menu directly would require adding deep patches into it's code. There are many mods which modify the architect menu, so this would cause a lot of mod conflicts. Maybe I will add a patch like this at some point in the future, but at the moment I don't have the time or motivation to deal with a potentially large amount of new incompatibilities.
You can use the "Overrides" tab in the mod settings to adjust the required tech level for any research project.
So I was wondering if there is a way to filter which mods are affected by the technology filter.
This mod does not filter the architect tab. It only filters research. So if some other mod you have installed contains industrial stuff which is not locked behind any research, then it will be available.
No. But you can simply remove neolithic and medieval factions when creating the world, no need for this mod.
Thanks!
Some Odyssey content does currently not have tech levels assigned by default. You can assign them manually in the "Overrides" tab of the mod settings.
Yes, unless you disable that filter in the mod settings.
For example, props from Diner Supplies, I check and all objects have the tag "industrial" techlevel..
Like Im bored of medieval-neolitics tribes attacking my M16 bearing killers
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.
you may want to consider updating with a text description.
<li Class="WorldTechLevel.ScenPart_WorldTechLevel">
<def>WorldTechLevel</def>
<defaultWorldTechLevel>Medieval</defaultWorldTechLevel>
</li>
Sorry I misunderstood what you meant. Yes, this mod provides a scenario part that can be used to specify the world's tech level.
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
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
I'm new to rimworld, but ancient ruins (cryptosleep and stuff) aren't mods, right? cuz they spawn too
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.
Yes, see FAQ for details
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.
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.
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.
What do you mean by this?
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.
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.
No problem, glad you got it working now