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Arcane Technology

[i]This is an updated, recompiled and fixed reupload of Dametri's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2106703025]https://steamcommunity.com/sharedfiles/filedetails/?id=2106703025[/url] mod.[/i] Changes and fixes: [list] [*] 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) [/list] Let me know if there are any issues. [i]DISCLAIMERS:[/i] [b]1[/b]. 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 [b]2[/b]. 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: [list] [*] 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. [/list] So please let me know if something doesn't work and I'll try to look into it. [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2FH2H4CFADE][img]https://images.steamusercontent.com/ugc/14094293313377831120/482EBDD6C4C3C7EED44EEDA6D9C310AD59049310/?imw=200&imh=50&ima=fit&impolicy=Letterbox[/img][/url][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.