RimWorld

RimWorld

207 ratings
[D] Arcane Technology
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2
File Size
Posted
Updated
290.538 KB
May 23, 2020 @ 1:14pm
Aug 18, 2020 @ 8:42am
16 Change Notes ( view )

Subscribe to download
[D] Arcane Technology

Description
Overview
Not too arcane for you? Leave a like!


Designed for Rimworld 1.1, 1.2

Colonists can no longer wear armor or use weapons belonging to a research project that hasn't been researched, if it's above a certain tech level (configurable, spacer by default).

Compatible with existing saves.

Requires Harmony.

------------------------------------------------------------------------------------------------------

Features

Only applies to research projects at or above a certain tech level (Spacer by default, configurable in settings).

You won't be able to force colonists to wear "unknown" tech, and they won't wear it on their own.

I've also patched compatibility with several "loadout"-type mods; let me know if there's another one that you like and could use a patch.

For another layer of challenge (if you have Royalty), add Techprinting so that your colonists will need to acquire and reverse-engineer advanced gear before they can use it.

Works well with Ignorance Is Bliss for control over your enemies' tech levels.

------------------------------------------------------------------------------------------------------

Load order

Harmony
Core
Royalty
...
[D] Techprinting (if you use it)
[D] Active Circuits

------------------------------------------------------------------------------------------------------

Compatible with:
Most mods that don't do a similar thing or have their own loadout should be natively compatible.
Explicitly patches the following so their loadout systems don't override this mod:
  • Awesome Inventory
  • Combat Extended
  • Armor Rack

Conflicts:
Custom loadout systems will often define their own criteria for what's equippable. I've patched the ones I know about, let me know if you use a different one and want a patch.

------------------------------------------------------------------------------------------------------
Updates

26 July 2020: Added a patch for Dual Wield.
14 July 2020: Added a patch for Simple Sidearms.
29 May 2020: And another 126
28 May 2020: Added support for 230 uncraftable weapons and armors from 27 different mods.
91 Comments
GwinnBleidd Jul 22, 2021 @ 1:51pm 
couldn't wait, made some update to 1.3.
https://steamcommunity.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 ⎠⎞ Jul 22, 2021 @ 12:20pm 
giff ^_^
GwinnBleidd Jul 22, 2021 @ 10:58am 
it doesn't work with 1.3 if anyone wondering
Brohl Jul 22, 2021 @ 12:16am 
Update so much needed <3
Sir Dhyne Jul 21, 2021 @ 2:44pm 
Thirded!
Daeharde Trihardt Jul 19, 2021 @ 6:32pm 
I concur with Infinite!
Mythos Jul 14, 2021 @ 2:16pm 
Just wanted to say there is desire for a 1.3 update. Thanks for the wonderful mod.
Mythos Jun 29, 2021 @ 7:46am 
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 Feb 10, 2021 @ 5:49am 
Sorry prevents tribal and medieval pawns from using guns.
Angel Scott Feb 10, 2021 @ 5:47am 
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.