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[D] Arcane Technology

Overview

Not too arcane for you? Leave a like!

Designed for Rimworld 1.1, 1.2

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.

Requires Harmony.

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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.

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Load order

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

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Compatible with:

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:

  • Awesome Inventory
  • Combat Extended
  • Armor Rack

Conflicts:

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.

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Updates

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.

Зависимости мода

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