RimWorld

RimWorld

Arcane Technology
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.
Melon 2 Feb @ 11:07am 
@TeH_Dav This mod is incompatible with Animal Equipment. Doesn't seem like it knows what to do with animal clothing. Turning on and off research requirements for clothing didn't seem to change anything either.
Yoann 19 Jan @ 8:16am 
@ggfirst Probably a mod who makes them craftable
ggfirst 19 Jan @ 7:40am 
Does anyone know which mod makes Zeushammer/Plasma/Mono usable only after resaerching
spacer component?
Pan 29 Dec, 2024 @ 1:12am 
Thanks for the mod! Here to report that its not working with vanilla apparel extended. It does say in the item description that a certain project is required to use it, but it doesnt prevent it from being worn.
Nico 21 Dec, 2024 @ 7:31pm 
It allows you to use weapons from Vanilla Weapons Expanded - Ferrite, besides that tho great mod!
snake 13 Dec, 2024 @ 8:59am 
hello, if you could patch in vwe - laser it would be really cool. i would do it myself but i dont think the mod accounts for the fact of adding arbitrarly folders with xml for new mods that you didnt patch in? if it would then it would actually be super helpful, if i wanted to i could patch all the mods i have currently in my modpack myself, thanks in advance
TeH_Dav 9 Nov, 2024 @ 3:09pm 
Getting a repeating error with this mod that appears to be a mod conflict. It is constantly, slowly, ticking in the background. I figured it was a pawn wearing something they shouldn't, but I can't for the life of me figure out what item or which pawn. Below is the hugslib log, and a link to a picture of the mods that are listed as involved in the conflict:

https://gist.github.com/HugsLibRecordKeeper/5b315edff3f066201e4636c07dea7e9b

https://imgur.com/a/XiTtX8G
DisKorruptd 3 Nov, 2024 @ 1:49am 
I'm with Tyler on possibility of a Research Reinvented integration mod, allowing players to equip items (for double damage per use) and a tiny bit of research when used (makes for a good use for the shooting targets instead of the archery targets tbh)
Tyler 25 Oct, 2024 @ 4:47pm 
Definitely out of the scope of this mod, I think, but I'd love to be able to assign an item to a pawn for them to experiment with. Similar to the way Research Reinvented lets you build prototypes. Here's how Id have it work, personally.

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?
Mave 1 Oct, 2024 @ 2:13pm 
Would be cool to have a mod which would not let you loot any items from enemies entirely, or breaking them down into materials on strip at least
GwinnBleidd  [author] 27 Sep, 2024 @ 8:36am 
@Eidolan unfortunately there's no such option currently
Eidolan 26 Sep, 2024 @ 1:05pm 
Is there a way to white list or force an item to be used even if the tech is unknown? IE I found an Eltex sword, not while my tribes people would not know how to build or fix such a sword they would know how to swing it around.
NihilRetnar 25 Sep, 2024 @ 8:14pm 
Understandable, do what you need to do.
GwinnBleidd  [author] 24 Sep, 2024 @ 1:56pm 
It's an interesting suggestion.
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.
NihilRetnar 18 Sep, 2024 @ 9:46am 
It'd be cool if when you use tech that's above your tech level, like when allowing at least 1 ahead, you get a manipulation debuff (like you're fumbling with it). Or maybe consciousness debuff (you're kinda confused by it).
Naturtok 21 Jul, 2024 @ 2:15pm 
@ferny I really like the "restricts the early game, not the late game" idea. I love the idea of my tribals not knowing how to use guns, but by the time I get to industrial age, I don't want to have to research *every weapon I find* before I can use it.
ferny 16 Jul, 2024 @ 7:20am 
Another very very lucrative addition would be to add a setting for the whole thing to stop applying after a certain tech level. For instance, if I want tribal and medieval players to not be able to equip industrial stuff but once you are industrial it's fair game and you have enough knowledge to equip anything on the tech tree because you're out of the period of development.
ferny 16 Jul, 2024 @ 7:13am 
This is a far reach, but could you potentially make this a checkbox on the storyteller menu for it to be enabled or not? If not I am considering making my entire own version of this mod's concept around it being more of a difficulty setting rather than a global change. I don't know though
Dametri 7 Jul, 2024 @ 1:04am 
Good mod
GwinnBleidd  [author] 15 Apr, 2024 @ 4:31pm 
@Auld ty for helping me debug it. I'll try playing around with saving/loading some more
Auld 15 Apr, 2024 @ 4:14pm 
Loading the game with "Highest tech researched" selected doesn't cause the "Neolithic before unpausing" issue, which makes me think the issue is indeed with Tech Advancing.
Auld 15 Apr, 2024 @ 4:05pm 
Also "Restrict even if the item is researched" is not selected.
Auld 15 Apr, 2024 @ 4:04pm 
Okay, I found something. If I launch RimWorld, load the save file, and open the mod options *before unpausing*, it will display Neolithic as the calculated tech level. After unpausing, it instantly changes to Industrial. Returning to the main menu and loading the save again without closing the game causes it to stay at Industrial.

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.
GwinnBleidd  [author] 15 Apr, 2024 @ 3:35pm 
@Auld also, when you're in-game and have the mod options menu opened, it's supposed to show you the "calculated" tech level (for the purpose of item usage). What value do you have for it?

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
GwinnBleidd  [author] 15 Apr, 2024 @ 3:26pm 
@Auld or maybe there's more at play. So far I can't reproduce it.
Can you go to the mod setting please, and make sure that the checkbox "restrict even if the item is researched" is NOT selected
GwinnBleidd  [author] 15 Apr, 2024 @ 3:07pm 
@Auld
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.
Auld 15 Apr, 2024 @ 2:47pm 
Hi there! I'm having an issue where, when loading a saved game, sometimes colonists will immediately unequip equipment as if they don't know how to use it, and the item will display "Cannot equip: Unknown technology" when right-clicking on it. Going into the mod settings and turning a setting off and on again fixes it until the game is exited and loaded again. I'm using Tech Advancing with a tribal start, currently at industrial level. I tried disabling Dubs Mint Menus and Common Sense (two frequent culprits), but that didn't fix it.

Here is the log:
https://gist.github.com/HugsLibRecordKeeper/36174c1eb27fbcb5d620e142355e135e
BigDorbo 10 Apr, 2024 @ 8:11am 
Yeah. Not necessarily an issue that can be easily fixed with your mod, and it works as intended outside of that so I say just disable him... Honestly with the 1.5 changes where new groups enter after a wipe I don't even see the point of MIB anymore.
GwinnBleidd  [author] 9 Apr, 2024 @ 6:37pm 
well, Man in Black normally spawns with a revolver, and if it hasn't been researched, he will drop it after entering the map.
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)
BigDorbo 9 Apr, 2024 @ 6:27pm 
Heads Up With This Mod; Disable Man in Black. He doesn't have his weapon when he spawns in and dies to whatever threat he responded to. Other than that working as intended as always.
Dizzy Ioeuy 8 Apr, 2024 @ 3:53pm 
ty for the update. critical mod for me.
GwinnBleidd  [author] 7 Apr, 2024 @ 9:41am 
I was using RPG Style Inventory Revamped previously too and haven't had issues, so it's likely something else.
I'll try to test it, but I won't be pushing an update until version 1.5 is ready
Knightly Gamez 7 Apr, 2024 @ 7:56am 
@GwinnBleidd the only one I can think of is the RPG Inventory
GwinnBleidd  [author] 5 Apr, 2024 @ 2:19pm 
@Knightly Gamez I saw it happening sometimes when weapon/armor didn't have a tech assigned to them, though it doesn't look like your case.

Do you use any UI mods that enable different ways of managing pawn's equipment, by chance?
Knightly Gamez 4 Apr, 2024 @ 11:11am 
im having a few issues with this mod, one of my pawns is wearing plate armour i haven't researched yet, i was also wondering if you'd consider making this work with vanilla expanded? my pawns are using weapons they haven't unlocked yet because they aren't base level
Aira 27 Mar, 2024 @ 6:55am 
cant wait for this on 1.5 :D
Cadet CStinky 31 Jan, 2024 @ 7:18pm 
Is it possible to have quests only provide rewards that are usable for a tech level?
Count 21 Dec, 2023 @ 8:25am 
@Anonymousse, you can use the RIMMSQOL mod to adjust the tech requirement of any item in the game, yourself! Got to mod settings --> QoL --> recipes. Then click the recipe for creating the weapon. Scroll down to "research requirements".

...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.
Anonymoussse 20 Nov, 2023 @ 10:06am 
Hey, I have a problem with another mod with guns. I seem to be able to use them, even if I manualy restrict the tech to neolithic.
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 ?
GwinnBleidd  [author] 7 Nov, 2023 @ 12:52pm 
@lol yeah, they do.
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