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My pawn being unable to wear marine boots or mechanoid backpack, i would like to override the restriction for them.
- 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
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.
spacer component?
https://gist.github.com/HugsLibRecordKeeper/5b315edff3f066201e4636c07dea7e9b
https://imgur.com/a/XiTtX8G
You assign an item no more than 1 tech level above your colony's current level to a specific pawn who will pick it up and use it. For example, a tribal could pick up a rifle and use it with major penalties and a higher rate of degredation. After enough use, they get the specific knowledge to use that specific item. As an alternative they could take it to a research bench in order to learn about it much slower but with a decreased chance of breaking it. Intellectual and dexterity would maybe be important? Maybe they'd also have a risk of breaking the item every time they use it until they learn. Maybe if an item breaks it can injure the pawn using it?
Unfortunately, I'm in the middle of a job hunt, and it hasn't been going too well so far, so my modding capabilities are quite limited at the moment.
I have "Actual colonist tech level" selected, so loading the game without Tech Advancing changes my tech level to Neolithic (it's a tribal start), making my colonists all unequip their gear, which I assume is the intended behavior.
If everything looks ok (your tech level is ok, and the checkbox I mentioned earlier is not set), then can you remove the Tech Advancing mod and reload the game to see if it will resolve the issue? At least I'd know that I'm looking at the right place.
TY
Can you go to the mod setting please, and make sure that the checkbox "restrict even if the item is researched" is NOT selected
Honestly, i suspect Tech Advancing. They may have a patch that runs on gamesave load, which could mess up this mod's calculations. I'll try to playtest to confirm that, and if that's the case, fix it.
Here is the log:
https://gist.github.com/HugsLibRecordKeeper/36174c1eb27fbcb5d620e142355e135e
If you're fast enough you can draft him and that, theoretically, should prevent him from dropping the weapon... until he's undrafted again.
At least, such was the behavior in 1.4 (i haven't play tested 1.5 yet)
I'll try to test it, but I won't be pushing an update until version 1.5 is ready
Do you use any UI mods that enable different ways of managing pawn's equipment, by chance?
...I'm not sure what would happen for a modded weapon that does not have an associated crafting recipe, though. So if it's a weapon that can only be purchased by a trader or looted off an enemy you might need to get creative with RIMMSQoL settings.
And I think it's because the guns are actually not tied to any research, and so arcane technology don't work. Would you confirm that ?
If so, do you know any way to resolve this easier than creating myself a research just for that mod ?
The mod applies only to your colonist, to make the game harder for you :)
I know it's kind of immersion-breaking, but it's just the way it is