RimWorld

RimWorld

230 ratings
Arcane Technology
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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496.890 KB
22 Jul, 2021 @ 1:35pm
7 Apr, 2024 @ 7:59pm
10 Change Notes ( view )

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Arcane Technology

Description
This is an updated, recompiled and fixed reupload of Dametri's https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2106703025 mod.

Changes and fixes:
  • Updated to 1.3, 1.4, 1.5 and fixed broken defs
  • Added an extra setting to allow the use of items a few technology levels ahead of yours (starting from RW 1.4 only)
  • Added a mod option to exclude restricted items from your colony's wealth calculation (starting from RW 1.4 only)
  • Added compatibility with the Pocket Sand mod (starting from RW 1.4 only)
Let me know if there are any issues.

DISCLAIMERS:
1. This mod had a lot of compatibility patches with other inventory mods. Rimworld had 2 major expansions since I took over the mod, so some of them may have stopped working. Please report broken compatibilities as I don't have time to review all of them proactively

2. Please unsubscribe from the original mod, don't use the old 1.2 version and this new 1.3 version at the same time.
The reason: they use the same packageId and Defs.
If I change packageId, patches in other mods will stop working and will have to be updated; and if I change Defs, you won't be able to switch back to the old mod without breaking the save should the author eventually decide to update their version.

Also, be aware of the following:
  • the mod was not compiling initially, since it has dependencies on Awesome Inventory and SimpleSidearms.
  • I added a dll for SimpleSidearms (but I didn't test whether it works or not), but I had to drop Awesome Inventory as it's not updated to 1.3 yet. So probably the compatibility to Awesome Inventory is broken
  • Also, the mod has a bunch of patches to other mods that I didn't test whether they work or not
  • Basic functionality of the mod was not working (it was possible to equip stuff even though the tooltip said it was an unknown technology), because I suspect the method signature has changed, so the patch method was not working either. Because of that, I suspect some other patches may not be working either.
So please let me know if something doesn't work and I'll try to look into it.

[ko-fi.com]

Original description:

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.
Popular Discussions View All (2)
11
23 Jul, 2021 @ 8:04pm
error when opening dev debug menus
Dizzy Ioeuy
3
21 Dec, 2023 @ 8:25am
Request: Disabled Item Wealth Generation
Jetharius
162 Comments
Alex_ 12 Jul @ 12:37pm 
1.6 pls
Thetaprime 11 Jul @ 3:02pm 
1.6 is up whenever you are able to update. Thanks!
FlamingLlama 27 May @ 4:44pm 
Boosting Lobanych: Loading a save caused the mod's settings to completely stop working
branch? 8 Apr @ 3:19pm 
Is there a way to debug a pawn, make them able to ignore restrictions for specific items, or overall if that makes it simpler?

My pawn being unable to wear marine boots or mechanoid backpack, i would like to override the restriction for them.
trocapalot 8 Apr @ 2:02pm 
i have a similar problem as @StockSounds, recruited a pawn just for them to forget their own tech and drop their armor
Lobanych 7 Apr @ 8:26am 
After each restart, the mod cannot determine the tech level of my colony, and after loading the save, all the pawns throw away their weapons and refuse to take them for about a day. I have to go into the mod settings and manually update the state. it's not good because i love this mod but this glitch makes me not want to use it
whitespacekilla 24 Mar @ 6:59am 
2 feature asks that would go a long way:
- The ability to exclude relics
- The ability to exclude "artifacts"
- The ability to ignore persona bonding as the tech and instead use the base technology of the weapon
whitespacekilla 24 Mar @ 6:58am 
Works fine with Animal Gear for me. Most players don't know how to set up outfits for animals (or that you can and have to do that), so that may be why people are reporting incompatibility.

I will say, "it works fine" but the animals aren't tech gated from wearing anything. If I'm not careful, my combat animals run around with shield belts while the rest of the colony is in plate and chain.
Vix 16 Mar @ 8:46pm 
Can confirm, incompatible with animal gear.
StockSounds 17 Feb @ 6:19pm 
Seemed novel until I got a Classical senator to arrive, and he immediately took off all of his clothes because he no longer understood what a toga is.