RimWorld

RimWorld

[D] Arcane Technology
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.
eromanov87 Feb 6, 2021 @ 12:10am 
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 Feb 5, 2021 @ 1:34am 
[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 Dec 25, 2020 @ 11:02am 
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 Nov 13, 2020 @ 4:07pm 
looks like @Dametri retired from RW modding, his idea was brilliant rip :steamsad:
nedops Nov 4, 2020 @ 10:17pm 
I also experience the equip/unequip bug. I do not use CE. Awesome mod tho, would love to get it working.
Gyropilot Oct 22, 2020 @ 3:31am 
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 Oct 21, 2020 @ 9:24pm 
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 Oct 14, 2020 @ 7:06am 
@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 Oct 14, 2020 @ 6:50am 
Just yesterday was thinking of adding something like this but alas the Rimworld modding community is vast.
Thanks for the neat Mod
pinbuck Oct 13, 2020 @ 6:44pm 
[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 Oct 4, 2020 @ 6:42am 
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
(≡◉‿‿◉≡) Sep 23, 2020 @ 8:26pm 
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 Aug 27, 2020 @ 12:18pm 
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 Aug 18, 2020 @ 9:51am 
@Dametri Thanks!
Dametri  [author] Aug 18, 2020 @ 8:42am 
@razaron Patched, thanks for letting me know.
razaron Aug 18, 2020 @ 3:02am 
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 Jul 26, 2020 @ 9:34am 
@Dametri Thank you
Dametri  [author] Jul 26, 2020 @ 9:17am 
@AuntyDonna Patched.
Nishe Jul 26, 2020 @ 1:42am 
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 Jul 14, 2020 @ 12:44pm 
@Dametri awesome that was quick! Thank you for the patch
Dametri  [author] Jul 14, 2020 @ 11:28am 
@Flying Dutchman Added a patch for Simple Sidearms, should prevent that workaround.
WetPenut Jul 14, 2020 @ 10:55am 
simple side arms allows you to workaround the restriction by equiping the weapon as a side arm
WetPenut Jul 14, 2020 @ 10:32am 
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 Jul 1, 2020 @ 2:09pm 
YES! I dreamed about this mod.
Dametri  [author] Jun 29, 2020 @ 11:46am 
@Muu Agreed & patched both here and Ignorance Is Bliss.
Muu Jun 29, 2020 @ 11:28am 
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 Jun 2, 2020 @ 11:11am 
Thanks for the quick update.
Dametri  [author] Jun 2, 2020 @ 9:34am 
@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  [author] Jun 1, 2020 @ 9:36pm 
@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 Jun 1, 2020 @ 9:30pm 
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  [author] Jun 1, 2020 @ 5:47pm 
@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 Jun 1, 2020 @ 5:03pm 
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 Jun 1, 2020 @ 12:12pm 
@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  [author] Jun 1, 2020 @ 11:46am 
@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 Jun 1, 2020 @ 11:38am 
@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 May 31, 2020 @ 9:14am 
True, that makes sense.
Dametri  [author] May 31, 2020 @ 8:32am 
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  [author] May 31, 2020 @ 8:31am 
@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 May 31, 2020 @ 8:00am 
Another question. Would the Empire deserter be unable to use their gun if you set the tech level to industrial as a tribal?
Muu May 30, 2020 @ 1:35pm 
@Dametri, thanks! I'll let you know if I see anything amiss.