RimWorld
[D] Arcane Technology
91 comentarii
GwinnBleidd 22 iul. 2021 la 13:51 
couldn't wait, made some update to 1.3.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2554469600 Be aware that some method signatures seem to have changed, so harmony patches were not working. I fixed the main one, but it's possible that other patches are broken as well. See details in the description.
⎛⎝ AlilSneezyPanda ⎠⎞ 22 iul. 2021 la 12:20 
giff ^_^
GwinnBleidd 22 iul. 2021 la 10:58 
it doesn't work with 1.3 if anyone wondering
Brohl 22 iul. 2021 la 0:16 
Update so much needed <3
Sir Dhyne 21 iul. 2021 la 14:44 
Thirded!
Daeharde Trihardt 19 iul. 2021 la 18:32 
I concur with Infinite!
Mythos 14 iul. 2021 la 14:16 
Just wanted to say there is desire for a 1.3 update. Thanks for the wonderful mod.
Mythos 29 iun. 2021 la 7:46 
To "fix" the equip/unequip bug with in-game settings:
-Go to Assign Menu
-Select Manage Outfits
-Choose Select Outfit -> Anything (Or whatever outfit you have your colonists set to)
-Uncheck: Allow unknown apparel tech.
Angel Scott 10 febr. 2021 la 5:49 
Sorry prevents tribal and medieval pawns from using guns.
Angel Scott 10 febr. 2021 la 5:47 
I wanted to mention that a conflict arises when using your mod in conjunction with Hardcore SK AND Tech Advancing. Hardcore SK ads new technology eras to the base game, and because it inserts a new one in a list that's listed by time, your default setting now moves to industrial era. This now prevents pawns from using regular guns at all.

Also in conflict with just Tech Advancing It also can prevent you from using an item you've just researched, right after moving from one tech era to the next (in the items you're researching, like when Civilization tells you you move up an era when you discover the first tech, not at 50% of the techs discovered like Tech Advancing defaults to). By setting Tech advancing at 1% and ensuring your minimum era to use advance tech is spacer, these problems can be avoided.
eromanov87 6 febr. 2021 la 0:10 
The equip/unequip bug is due to the warning message people have been posting.

[io.github.dametri.arcanetechnology] Patches on methods annotated as Obsolete were detected by HugsLib: RimWorld.JobGiver_OptimizeApparel.ApparelScoreGain
Verse.Log:Warning(String, Boolean)
HugsLib.Utils.HarmonyUtility:LogObsoleteMethodPatchErrors()
HugsLib.Utils.HarmonyUtility:LogHarmonyPatchIssueErrors()
HugsLib.HugsLibController:LateInitialize()
HugsLib.Core.StaticInitializer:.cctor()

It has nothing to do with CE or anything. Once the author replaces the methods he's using for the mod, that bug will stop.
Mr. Krill 5 febr. 2021 la 1:34 
[io.github.dametri.arcanetechnology] Patches on methods annotated as Obsolete were detected by HugsLib: RimWorld.JobGiver_OptimizeApparel.ApparelScoreGain
Verse.Log:Warning(String, Boolean)
HugsLib.Utils.HarmonyUtility:LogObsoleteMethodPatchErrors()
HugsLib.Utils.HarmonyUtility:LogHarmonyPatchIssueErrors()
HugsLib.HugsLibController:LateInitialize()
HugsLib.Core.StaticInitializer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor_Patch1(RuntimeTypeHandle)
StartupImpact.Patch.StaticConstructorOnStartupUtilityCallAll:Prefix()
Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Duke Flapjack 25 dec. 2020 la 11:02 
Well fie. I've got the equip/unequip bug too. I guess I'll just have to manually keep my pawns from using the (literal) piles of firearms I've gotten from cargo drops.
Shark 13 nov. 2020 la 16:07 
looks like @Dametri retired from RW modding, his idea was brilliant rip :steamsad:
nedops 4 nov. 2020 la 22:17 
I also experience the equip/unequip bug. I do not use CE. Awesome mod tho, would love to get it working.
Gyropilot 22 oct. 2020 la 3:31 
Didn't work with my mods... A pawn would just wear and drop some nightvision googles repeatedly
That's a shame, I really like the idea of not having my tribesman sell enough pelts to afford a antimatter sniper rifle and own the world lol
Tygram 21 oct. 2020 la 21:24 
any1 able to resolve the conflict with CE when if you have armor u cant use because of this mod but combat extended still tries to equpt it so it makes a equipt loop
Calor 14 oct. 2020 la 7:06 
@Dametri I don't know how much you are still active in RW modding (or this MOD).
How hard would it be to make weapons and armor degrade superfast instead of being unusable ? As I am currently thinking about that as an alternative (because I still want to be able to use weapons just not to maintain them)
Calor 14 oct. 2020 la 6:50 
Just yesterday was thinking of adding something like this but alas the Rimworld modding community is vast.
Thanks for the neat Mod
pinbuck 13 oct. 2020 la 18:44 
[io.github.dametri.arcanetechnology] Patches on methods annotated as Obsolete were detected by HugsLib: RimWorld.JobGiver_OptimizeApparel.ApparelScoreGain
Verse.Log:Warning(String, Boolean)
HugsLib.Utils.HarmonyUtility:LogObsoleteMethodPatchErrors()
HugsLib.Utils.HarmonyUtility:LogHarmonyPatchIssueErrors()
HugsLib.HugsLibController:LateInitialize()
HugsLib.Core.StaticInitializer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
StartupImpact.Patch.StaticConstructorOnStartupUtilityCallAll:Prefix()
Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()
Tygram 4 oct. 2020 la 6:42 
as others have said it seems like colonists will equit and unequipt gear they cant use. and yes im using CE others have mentioned this as well
(≡◉‿‿◉≡) 23 sept. 2020 la 20:26 
Yeah they keep wearing the unknown tech item and removing them. There's no error log or anything. The equipment is from Apparello. Please fix this.
Overfox 27 aug. 2020 la 12:18 
Hello! My tribals are taking armors that they shouldn't be able to equip (yet), equip them anyways and then remove them immediately after. Then they equip them again. Had to take high-tech armors out of the "allowed clothing" tab to make them stop. This happens with vanilla power armor and armors from mods. I use Combat Extended, but no other mods which modify the inventory.
razaron 18 aug. 2020 la 9:51 
@Dametri Thanks!
Dametri  [autor] 18 aug. 2020 la 8:42 
@razaron Patched, thanks for letting me know.
razaron 18 aug. 2020 la 3:02 
Hi, I can't seem to get the mod to work. I'm testing with a tribal start that starts with charge rifles. My colonists can equip and use the rifles.
Only mods are: Harmony, Core, Royalty, Arcane Technology. I've tried a couple permutations of the settings, even restricting to neolithic.
Nishe 26 iul. 2020 la 9:34 
@Dametri Thank you
Dametri  [autor] 26 iul. 2020 la 9:17 
@AuntyDonna Patched.
Nishe 26 iul. 2020 la 1:42 
I'm getting the same error reported with simple sidearms, but with the dual wielding mod. So I can't equip it as a sidearm, but I can equip it as an off hand weapon with dual wielding.
WetPenut 14 iul. 2020 la 12:44 
@Dametri awesome that was quick! Thank you for the patch
Dametri  [autor] 14 iul. 2020 la 11:28 
@Flying Dutchman Added a patch for Simple Sidearms, should prevent that workaround.
WetPenut 14 iul. 2020 la 10:55 
simple side arms allows you to workaround the restriction by equiping the weapon as a side arm
WetPenut 14 iul. 2020 la 10:32 
there seems to a runaround a with the restriction weapons that have higher tech. Arcane technology may restrict equiping the weapon but simple sidearms allows you to equip as a side arm and from there you can use the weapon
Kaboom 1 iul. 2020 la 14:09 
YES! I dreamed about this mod.
Dametri  [autor] 29 iun. 2020 la 11:46 
@Muu Agreed & patched both here and Ignorance Is Bliss.
Muu 29 iun. 2020 la 11:28 
When you have this set to calculate your current tech level from the percentage of research completed, it seems to me like it should count all research above a tier against that tier. I had a situation where if I researched one more medieval tech I would go from Neolithic to Medieval, but I could happily research Industrial techs and remain Neolithic. I wonder if you could factor that into the calculation for this and Ignorance is Bliss?
Ravinglegend 2 iun. 2020 la 11:11 
Thanks for the quick update.
Dametri  [autor] 2 iun. 2020 la 9:34 
@RavingLegend OK, I added an option to try to exempt clothing. I had to add a bunch of clothing research projects in manually, but I think this is the best way to do things. Right now it just supports vanilla, vanilla apparel expanded, and apparello 2.

Also fixed a pretty significant settings issue that I'm surprised nobody had commented on.
Dametri  [autor] 1 iun. 2020 la 21:36 
@RavingLegend I will look later, but if I recall the game doesn't really differentiate between "armor" and "clothing", it's all just "apparel"
Ravinglegend 1 iun. 2020 la 21:30 
The issue is that pawns will strip after starting a run. They can spawn at character creation with the clothing that needs to be researched, resulting in them stripping down and being unable to put their clothes back on. Would it be possible to not make clothing tech based? The mechanic makes sense with armor and weapons, but I think it will run into problems with clothing mods if apparel needs to be researched to be worn.
Dametri  [autor] 1 iun. 2020 la 17:47 
@RavingLegend That sounds like intended behavior.

I went through and examined the VAE files. It looks like they added a bunch of research projects for the "new" clothes. I'm willing to bet you don't have them researched, but have Complex Clothing researched.
Ravinglegend 1 iun. 2020 la 17:03 
There is a slight issue with this mod and vanilla-expanded apparel. Pawns will strip out of any of those clothes because they apparently have a higher tech level than they can equip. It works fine for vanilla, but you might want to mention it as a conflict or create an exception for some of the new clothing.
Jgta4444 1 iun. 2020 la 12:12 
@Dametri (Steam commenting function are bit....lacking)I'm want to say that there already mod to "figure out a "per-colonist tech level""
Dametri  [autor] 1 iun. 2020 la 11:46 
@Jgta4444 No, the mods do different things, and in fact are compatible. Tech background: "Colonists with lower background are incapable of doing research or produce items requiring more advanced background."

So, their mod restricts research and production . This mod restricts using equipment .
Jgta4444 1 iun. 2020 la 11:38 
@Dametri There is mod called Colonist Tech Background, which is doing exactly this(and prevent "yesterday tribal" colonist from researching interplanetary travel, at least without proper teaching)
Nightrad 31 mai 2020 la 9:14 
True, that makes sense.
Dametri  [autor] 31 mai 2020 la 8:32 
You could also think of it as something like: since ammo is abstracted away (if you don't use CE), maybe nobody can use the weapon because they can't figure out how to make ammo for it; or if it's armor, they can't produce the straps/fit the armor properly to someone.
Dametri  [autor] 31 mai 2020 la 8:31 
@Nightrad Anyone who joins your colony will be restricted. Though this doesn't make a ton of sense, it's difficult to figure out a "per-colonist tech level." I may add a setting to choose specific colonists to exempt from restrictions in the future, though.
Nightrad 31 mai 2020 la 8:00 
Another question. Would the Empire deserter be unable to use their gun if you set the tech level to industrial as a tribal?
Muu 30 mai 2020 la 13:35 
@Dametri, thanks! I'll let you know if I see anything amiss.