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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.
-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.
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.
[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.
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&)
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
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)
Thanks for the neat Mod
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()
Only mods are: Harmony, Core, Royalty, Arcane Technology. I've tried a couple permutations of the settings, even restricting to neolithic.
Also fixed a pretty significant settings issue that I'm surprised nobody had commented on.
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.
So, their mod restricts research and production . This mod restricts using equipment .