RimWorld
World Tech Level
812 comentarii
JuzekGracz 14 oct. la 9:00 
to answer my previous comment- i had debug turned off (xD) and thats why it didnt pop up also i figured out why it didnt work. if you have Vanilla backstories expanded+Medieval backstories patch and or house sanguine it won't spawn medieval settlements
JuzekGracz 14 oct. la 8:11 
When i tried to add new factions, when i got from neolithic to medieval i got a pop up that said "failed to generate faction: *faction name*"(medieval overhaul noble houses) it worked on every other factions from medieval to unrestricted but not from mods and not 0 notifications on debug log i have 170 mods please help
m00nl1ght  [autor] 13 oct. la 3:46 
@Vril

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.
Vril 12 oct. la 6:55 
If they don't need research, but your mod already can identify the tech level, why not allow us a toggle that can still remove them despite no research prerequisite? Because concrete floor needs stone cutting research which is neolithic and thats why concrete floors show in my medieval run. But if the mod identifies it as industrial, then all we need is a toggle, that will disregard research needs and just use that designation as a guideline for removal.
Vril 12 oct. la 6:51 
Ive set the world to medieval and im still allowed to build concrete floors, despite them being marked as industrial in your own mod. So what gives?
m00nl1ght  [autor] 12 oct. la 4:39 
@isalcaruz

You can use the "Overrides" tab in the mod settings to adjust the required tech level for any research project.
isalcaruz 12 oct. la 3:27 
Is there a way to exclude mods from the technology change? Some "medieval" research gets deactivated because it is found in advanced medieval medicine, or some prosthetics mods also get deactivated because they are treated as industrial research. This also happens with some mod research, though I’m not sure of all the content, but they are medieval-themed.

So I was wondering if there is a way to filter which mods are affected by the technology filter.
m00nl1ght  [autor] 11 oct. la 12:00 
@qux

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.
m00nl1ght  [autor] 11 oct. la 11:59 
@Wrath

No. But you can simply remove neolithic and medieval factions when creating the world, no need for this mod.
m00nl1ght  [autor] 11 oct. la 11:58 
@Paolini

Thanks!
m00nl1ght  [autor] 11 oct. la 11:58 
@Beanyboi69

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.
m00nl1ght  [autor] 11 oct. la 11:56 
@BottledDew

Yes, unless you disable that filter in the mod settings.
qux 11 oct. la 1:22 
Hi, I start a neolithic world, and lot of industrial stuff still appears in my architect tab do you know why ?
For example, props from Diner Supplies, I check and all objects have the tag "industrial" techlevel..
Wrath 8 oct. la 2:39 
If I want to remove all tech UNDER my tech level,n does this allow it ?
Like Im bored of medieval-neolitics tribes attacking my M16 bearing killers
God Nightshade 7 oct. la 19:38 
I wish some shelves were Neolithic. This mod is one of the best mods.
Paolini 7 oct. la 17:59 
such an awesome mod :lunar2019piginablanket:
Beanyboi69 5 oct. la 18:43 
Gravships dont seem to be affected by this. You're able to consturct gravship machinery and the grav engine event still happens.
BottledDew 4 oct. la 17:05 
Does this mod stop compacted machinery/components from naturally spawning during world gen?
m00nl1ght  [autor] 3 oct. la 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 3 oct. la 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 30 sept. la 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 29 sept. la 15:44 
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  [autor] 29 sept. la 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 28 sept. la 13:34 
That is just setting the cutoff for individual thingdefs, though? I see nothing related to scenario or setting the world tech level
m00nl1ght  [autor] 27 sept. la 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 26 sept. la 13:15 
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  [autor] 26 sept. la 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 26 sept. la 3:28 
@m00nl1ght

I'm new to rimworld, but ancient ruins (cryptosleep and stuff) aren't mods, right? cuz they spawn too
Tailtia 25 sept. la 2:19 
Oh thank you, I thought I read the FAQ thoroughly, but obviously not! Thanks again!
m00nl1ght  [autor] 24 sept. la 16:34 
@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  [autor] 24 sept. la 16:31 
@Tailtia

Yes, see FAQ for details
Nick 24 sept. la 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 24 sept. la 10:02 
Is there a way to limit the tech level while a colony is in progress / mod added after?
m00nl1ght  [autor] 23 sept. la 16:21 
@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 23 sept. la 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  [autor] 18 sept. la 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™ 17 sept. la 15:50 
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 15 sept. la 4:34 
@m00nl1ght OK, Thank you~
m00nl1ght  [autor] 15 sept. la 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 14 sept. la 7:31 
I wonder how to save the change of technology level
howardts168 14 sept. la 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  [autor] 14 sept. la 5:09 
@howardts168

What do you mean by this?
howardts168 14 sept. la 2:15 
How do I save the changed of technology level?
Good Old Jim 13 sept. la 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  [autor] 10 sept. la 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  [autor] 9 sept. la 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 8 sept. la 10:31 
quest filter(or icidents idk , but tryed both ) didn't work with milira quests .
Iceobeasty 7 sept. la 10:14 
does anyone know how to permanently restrict salvagers to spacer?
m00nl1ght  [autor] 4 sept. la 15:22 
@Yinyang107

No problem, glad you got it working now
Yinyang107 4 sept. la 15:03 
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