Control the level of technology available in the world. This mod filters out all game content above the desired tech level, which you can select on the world creation page.
[b]Direct downloads for non-Steam users are available here:[/b] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fm00nl1ght-dev%2FWorldTechLevel%2Freleases%2Flatest]GitHub Releases[/url][github.com]
The following tech levels can be selected:
Neolithic
Clubs and knives, bows, basic clothing, wood structures, simple farming, herbal medicine
Medieval
Swords and plate armor, smithing, advanced farming, complex ovens, simple chemistry
Industrial
Electricity, guns, IED traps, fossil fuels, chemical drugs, prosthetics, transport pods
Spacer
Power armor, pulse-charged projectile weapons, complex body implants, cryptosleep
Ultra
Mechanoids, nanotechnology, glitterworld medicine, advanced energy weapons, brain implants
Archotech
Advanced AI personas, psychic effectors, vanometric energy, acausal and atemporal devices
See [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Frimworldwiki.com%2Fwiki%2FLore%23Tech_levels]RimWorld Wiki[/url][rimworldwiki.com] for more information about tech levels in RimWorld.
Recommendations
The base game contains very little content for the Medieval tech level. So if you want to choose this tech level, I recommend adding some mods that add medieval content.
The most popular option is [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3219596926]Medieval Overhaul[/url], which also provides a well-designed medieval research progression. Additionally, there are also some great mods that convert various vanilla content into medieval variants.
If you are looking for a curated list of mods for a pure medieval world:
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3045497390]https://steamcommunity.com/sharedfiles/filedetails/?id=3045497390[/url]
FAQ
> [b][i]Can I safely add this mod to an existing save?[/i][/b]
Yes.
> [b][i]Can I safely remove this mod from an existing save?[/i][/b]
Yes.
> [b][i]What is the difference between this mod and other tech-limit mods?[/i][/b]
World Tech Level does not modify or remove any defs. This means it is fully save-compatible, less likely to conflict with other mods, and allows for more flexibility because the tech level can be changed at any time.
> [b][i]Is there a way for me to only limit the technology in the world, but not my own?[/i][/b]
Yes, you can disable the "Research" filter in the mod settings. That way all research will be available to you, and you can progress beyond the rest of the world.
> [b][i]Does this mod mess with the pawn generation algorithm?[/i][/b]
No, this mod leaves the vanilla algorithm untouched, filters run only after it has completed. No action is taken unless any of the generated weapons/apparel exceed the world's tech level.
> [b][i]Can I change the tech level for an existing world?[/i][/b]
Yes, it can be changed in the "Planet" tab on the world map: [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fimgur.com%2Fa%2FidW6ldK]https://imgur.com/a/idW6ldK[/url]
Only things generated after that point will be affected by the new setting.
Filters
[b]All filters are optional and can be toggled on/off in the mod settings.
If all filters are turned off, the mod does nothing.[/b]
[list]
[*] Research
[*] Items
[*] Quests
[*] Incidents
[*] Factions
[*] Creatures
[*] Apparel
[*] Weapons
[*] Possessions
[*] Prosthetics
[*] Backstories
[*] Traits
[*] Diseases
[*] Addictions
[*] Damage types
[*] Ideoligions
[*] Xenotypes
[*] Building materials
[*] Mineable resources
[*] Ancient debris
[*] Asphalt roads
[*] User interface
[/list]
You can find a description of each filter and how it works on [url=https://steamcommunity.com/workshop/filedetails/discussion/3414187030/591761374510644677/]this[/url] page.
Customization
The tech level of individual things in the game can be customized in the "Overrides" tab of the mod settings. List of def types that can be customized:
[list]
[*] Resources, items, food
[*] Research projects
[*] Weapons, apparel
[*] Buildings, floors
[*] Backstories, traits
[*] Incidents, quests
[*] Map generation steps
[*] World generation steps
[*] Ideology memes, precepts
[*] Biotech xenotypes
[/list]
Compatibility
Incompatible mods:
[list]
[*] "Medieval - Vanilla"
[*] "Rimedieval"
[/list]
Multiplayer compatibility:
There have been mixed reports, so it probably depends on your specific setup. Please note that I can't provide any support for multiplayer-related issues.
If you find any other incompatibilities, please let me know.
[b]Please report bugs or mod conflicts in the [url=https://steamcommunity.com/workshop/filedetails/discussion/3414187030/591761374510645064]Bug Reports[/url] section. Always upload your log file via HugsLib (press Ctrl + F12 directly after the problem happened) and include the link in your message. Without a log file there is no way for me to figure out what exactly is wrong or how to fix it.[/b]
Credit
World Tech Level extensively uses [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fpardeike%2FHarmony]Harmony[/url][github.com]
Thanks to Andreas Pardeike for creating this awesome patching library.
The preview image contains graphics from [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fvecteezy.com]https://vecteezy.com[/url]
Links
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FVxxhqZ27xD][img]https://i.imgur.com/nL2kmdD.png[/img][/url][discord.gg]
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fm00nl1ght-dev%2FWorldTechLevel%2Freleases%2Flatest][img]https://i.imgur.com/kIF8aNB.png[/img][/url][github.com]