This mod enforces tech level restrictions for the player's faction.
Features
[b]Auto-Dismantle Too Advanced Equipment[/b]
Items that exceed your colony’s tech level can be automatically dismantled—no more bypassing the research tree by looting spacer gear too soon.
[b]Optional Salvage:[/b] Dismantled gear spawns raw materials (based on the item’s cost) so nothing goes to waste!
[b]Configurable “Allowed Higher Tech”[/b]
Toggle on/off the ability to use items up to 1 or 2 levels above your current tech.
Perfect if you want a less restrictive experience while still keeping some challenge.
[b]Chance to Keep[/b]
A customizable item save chance (0–100%). Even if an item is “too advanced,” you can set how often it remains undismantled.
[b]Whitelists for Safe Items[/b]
[b]Starting Gear Whitelist:[/b] Protect items your colonists spawn with. (Automatically populated or manual—your choice!)
[b]Quest Reward Whitelist:[/b] Keep rare quest items safe from dismantling.
[b]Trader Purchase Whitelist:[/b] Anything you buy from a trader gets a free pass in future checks.
[b]Trader Item Limiter[/b]
Prevent traders from even carrying gear that’s beyond your tech level—keeps your market realistic and consistent with your colony’s progress.
[b]Per-Save Whitelists[/b]
Each colony has its own set of whitelisted items, so multiple playthroughs won’t overlap.
No more global config bloat; each save is uniquely tracked.
[b]Simple Settings[/b]
Toggle individual features on/off.
Adjust the dismantle chance and maximum allowed tech levels in the Mod Settings.
Everything is designed to work without restarting (except the Trader Limiter, which needs a one-time reload).
How It Works
[b]Pick Up Gear[/b]
When a colonist acquires an item above your allowed tech, the mod checks your settings.
If it fails the checks, the item is dismantled, optionally spawning raw materials at the pawn’s feet.
A helpful message notifies you when it happens.
[b]Trader Limiting[/b]
When a trader arrives or you open comms, advanced items can vanish from their stock if you have the limiter enabled.
[b]Whitelists[/b]
Items on any enabled whitelist are always safe from dismantling.
For newly purchased items, the mod auto-whitelists them on successful trade (if that feature is enabled).
Your colony’s starting gear (pawns, drop pods, or items on the ground) can also be automatically whitelisted for a smooth beginning.
[b]Per-Save Data[/b]
Each save’s whitelist is tracked independently, so multiple colonies don’t mix item rules.
Compatibility
Compatible with most mods, including those that add new items/tech levels.
Safe to add mid-playthrough (some features like Trader Limiter may require a game reload).
If you remove the mod mid-game, any dismantling or whitelists will no longer apply (back up your save!).
Known Issues & Tips
[b]Factionless Items:[/b] Some mods might spawn items without a faction or scenario items in unusual ways. Our auto-whitelist tries to catch them, but you can manually edit whitelists if something gets missed.
[b]Balance:[/b] By default, advanced items are entirely disallowed. You can tweak the “Allow Higher Tech Items” to let you adopt new tech more freely.
[b]Save/Load:[/b] The mod’s data is saved in your RimWorld file per colony, ensuring no overlap across multiple saves.