rimworld мод arcane technology

[D] Arcane Technology

Uploaded · Published May 28, 2020 · Updated July 11, 2021

rimworld мод arcane technology

Author: Dametri

Last revision: 18 Aug, 2020 at 15:42 UTC (1)

File size: 283.65 KB

Description:

Not too arcane for you? Leave a like!
rimworld мод arcane technology

Colonists can no longer wear armor or use weapons belonging to a research project that hasn’t been researched, if it’s above a certain tech level (configurable, spacer by default).

Compatible with existing saves.

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.

Harmony
Core
Royalty

[D] Techprinting (if you use it)
[D] Active Circuits

Most mods that don’t do a similar thing or have their own loadout should be natively compatible.
Explicitly patches the following so their loadout systems don’t override this mod:

Custom loadout systems will often define their own criteria for what’s equippable. I’ve patched the ones I know about, let me know if you use a different one and want a patch.

26 July 2020: Added a patch for Dual Wield.
14 July 2020: Added a patch for Simple Sidearms.
29 May 2020: And another 126
28 May 2020: Added support for 230 uncraftable weapons and armors from 27 different mods.

Required items:

Click the title to search on this site.

Revisions:

Old revisions of this mod are available below. Click the link to download.

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[D] Arcane Technology

rimworld мод arcane technology

Not too arcane for you? Leave a like!
rimworld мод arcane technology

Colonists can no longer wear armor or use weapons belonging to a research project that hasn’t been researched, if it’s above a certain tech level (configurable, spacer by default).

Compatible with existing saves.

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.

Harmony
Core
Royalty
.
[D] Techprinting (if you use it)
[D] Active Circuits

Custom loadout systems will often define their own criteria for what’s equippable. I’ve patched the ones I know about, let me know if you use a different one and want a patch.

26 July 2020: Added a patch for Dual Wield.
14 July 2020: Added a patch for Simple Sidearms.
29 May 2020: And another 126
28 May 2020: Added support for 230 uncraftable weapons and armors from 27 different mods.

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

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.

Источник

Подпишитесь, чтобы загрузить
[D] Arcane Technology

rimworld мод arcane technology

Not too arcane for you? Leave a like!
rimworld мод arcane technology

Colonists can no longer wear armor or use weapons belonging to a research project that hasn’t been researched, if it’s above a certain tech level (configurable, spacer by default).

Compatible with existing saves.

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.

Harmony
Core
Royalty
.
[D] Techprinting (if you use it)
[D] Active Circuits

Custom loadout systems will often define their own criteria for what’s equippable. I’ve patched the ones I know about, let me know if you use a different one and want a patch.

26 July 2020: Added a patch for Dual Wield.
14 July 2020: Added a patch for Simple Sidearms.
29 May 2020: And another 126
28 May 2020: Added support for 230 uncraftable weapons and armors from 27 different mods.

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

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.

Источник

Подпишитесь, чтобы загрузить
[D] Arcane Technology

rimworld мод arcane technology

Not too arcane for you? Leave a like!
rimworld мод arcane technology

Colonists can no longer wear armor or use weapons belonging to a research project that hasn’t been researched, if it’s above a certain tech level (configurable, spacer by default).

Compatible with existing saves.

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.

Harmony
Core
Royalty
.
[D] Techprinting (if you use it)
[D] Active Circuits

Custom loadout systems will often define their own criteria for what’s equippable. I’ve patched the ones I know about, let me know if you use a different one and want a patch.

26 July 2020: Added a patch for Dual Wield.
14 July 2020: Added a patch for Simple Sidearms.
29 May 2020: And another 126
28 May 2020: Added support for 230 uncraftable weapons and armors from 27 different mods.

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

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.

Источник

Подпишитесь, чтобы загрузить
[D] Arcane Technology

rimworld мод arcane technology

Not too arcane for you? Leave a like!
rimworld мод arcane technology

Colonists can no longer wear armor or use weapons belonging to a research project that hasn’t been researched, if it’s above a certain tech level (configurable, spacer by default).

Compatible with existing saves.

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.

Harmony
Core
Royalty
.
[D] Techprinting (if you use it)
[D] Active Circuits

Custom loadout systems will often define their own criteria for what’s equippable. I’ve patched the ones I know about, let me know if you use a different one and want a patch.

26 July 2020: Added a patch for Dual Wield.
14 July 2020: Added a patch for Simple Sidearms.
29 May 2020: And another 126
28 May 2020: Added support for 230 uncraftable weapons and armors from 27 different mods.

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

rimworld мод arcane technology

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.

Источник

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