RimWorld

RimWorld

Artisan Touch
 This topic has been pinned, so it's probably important
Toxic Yui  [developer] 16 Aug @ 3:00pm
Feedback & Bug Reports
Please report any malfunctions, weird values, or unexpected behavior you encounter while using the mod.

This includes:
  • Odd or unbalanced prefix stats
  • UI glitches or missing text
  • Save/load inconsistencies
  • Any incompatibilities with other mods

:steamthumbsup:Your feedback helps make Artisan Touch more stable and enjoyable for everyone. Thank you for testing and sharing your findings!
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Showing 1-15 of 22 comments
Hi! I just added your mod to my modlist and tried it on an allready existing save. All my previously generated weapons don't have any affixe. I tried to craft a new sniper gun to see the affixe, my crafter is level 18. The new item didn't had any affixe neither. In the electric smithy I have the recipe for affixe change, I tried it on the new sniper, but nothing changed. Should I activate something to use it on a save? Thanks!
Toxic Yui  [developer] 18 Aug @ 2:36pm 
Originally posted by Lieutenant Dan:
Hi! I just added your mod to my modlist and tried it on an allready existing save. All my previously generated weapons don't have any affixe. I tried to craft a new sniper gun to see the affixe, my crafter is level 18. The new item didn't had any affixe neither. In the electric smithy I have the recipe for affixe change, I tried it on the new sniper, but nothing changed. Should I activate something to use it on a save? Thanks!

That's weird... you do not have to activate something, previously generated weapons should not have an affixe.

can you show me the logs when you craft your weapons? dev mode -> logs

Also, make sure artisan touch is the last mod on the list (or at least after mods that add weapons).
Toxic Yui  [developer] 18 Aug @ 2:38pm 
Can you run a quick dev test on rimworld? (option is on the main menu when you have dev mode activated) just try to create a weapon on your max level pawn and paste the logs here!

Or, please share me your mod list so I can replicate the error and submit a fix!
Last edited by Toxic Yui; 18 Aug @ 2:47pm
I've ran a dev test, and crafted a knife with the lvl 6 crafting pawn I had, but no affixes neither. I cleared the log, then just crafted a knife again, here's the log:

[AT] Postfix hit. __result=MeleeWeapon_Knife product=MeleeWeapon_Knife recipe=Make_MeleeWeapon_Knife worker=Feeb
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
ArtisanTouch.Patch_GenRecipe_ApplyPrefixes_Multi:Postfix (Verse.Thing&,Verse.Thing,Verse.RecipeDef,Verse.Pawn)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GenRecipe.PostProcessProduct_Patch1 (Verse.Thing,Verse.RecipeDef,Verse.Pawn,RimWorld.Precept_ThingStyle,Verse.ThingStyleDef,System.Nullable`1<int>)
Verse.GenRecipe/<MakeRecipeProducts>d__0:MoveNext ()
System.Collections.Generic.List`1<Verse.Thing>:AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Thing>)
System.Collections.Generic.List`1<Verse.Thing>:.ctor (System.Collections.Generic.IEnumerable`1<Verse.Thing>)
System.Linq.Enumerable:ToList<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>)
Verse.AI.Toils_Recipe/<>c__DisplayClass3_0:<FinishRecipeAndStartStoringProduct>b__1 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.Toils_Recipe/<>c__DisplayClass2_0:<DoRecipeWork>b__2 (int)
Verse.AI.JobDriver:DriverTickInterval (int)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
And here, I set the craft skill of the pawn (Feeb) at 18, and then crafted another knife:

[AT] Postfix hit. __result=MeleeWeapon_Knife product=MeleeWeapon_Knife recipe=Make_MeleeWeapon_Knife worker=Feeb
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
ArtisanTouch.Patch_GenRecipe_ApplyPrefixes_Multi:Postfix (Verse.Thing&,Verse.Thing,Verse.RecipeDef,Verse.Pawn)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GenRecipe.PostProcessProduct_Patch1 (Verse.Thing,Verse.RecipeDef,Verse.Pawn,RimWorld.Precept_ThingStyle,Verse.ThingStyleDef,System.Nullable`1<int>)
Verse.GenRecipe/<MakeRecipeProducts>d__0:MoveNext ()
System.Collections.Generic.List`1<Verse.Thing>:AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Thing>)
System.Collections.Generic.List`1<Verse.Thing>:.ctor (System.Collections.Generic.IEnumerable`1<Verse.Thing>)
System.Linq.Enumerable:ToList<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>)
Verse.AI.Toils_Recipe/<>c__DisplayClass3_0:<FinishRecipeAndStartStoringProduct>b__1 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.Toils_Recipe/<>c__DisplayClass2_0:<DoRecipeWork>b__2 (int)
Verse.AI.JobDriver:DriverTickInterval (int)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Toxic Yui  [developer] 19 Aug @ 8:55am 
Perfect let me do a further research with this log. Thank you, if you have your modlist that would be helpful, you can submit a screenshot with: pasteboard.co
it's online and it's deleted after a day!
Toxic Yui  [developer] 19 Aug @ 8:57am 
or if you want to add me to give me the screenshots that would be helpful as well, i'm working in a fix rn :pigeonface:
Nikpo 21 Aug @ 9:59am 
Heya, not sure if this is fixable but items that get a prefix don't seem to be eligible for trader quests (IE hand in 20x helmets of good or higher quality)
I made the right amount of gear but it wouldn't let me hand them in until I had made 20 without any prefixes.
Toxic Yui  [developer] 21 Aug @ 10:47am 
Originally posted by Nikpo:
Heya, not sure if this is fixable but items that get a prefix don't seem to be eligible for trader quests (IE hand in 20x helmets of good or higher quality)
I made the right amount of gear but it wouldn't let me hand them in until I had made 20 without any prefixes.
Wow, that really sucks. I hadn’t tested that before—no worries. Let me do some further research and push a fix. In the meantime, have you tried enabling “Hide prefix names” in the mod settings? Give it a try; if it doesn’t help, I might know what’s causing the issue.
Toxic Yui  [developer] 21 Aug @ 11:43am 
Originally posted by Nikpo:
Heya, not sure if this is fixable but items that get a prefix don't seem to be eligible for trader quests (IE hand in 20x helmets of good or higher quality)
I made the right amount of gear but it wouldn't let me hand them in until I had made 20 without any prefixes.
I Just released a fix to address this issue I tested and seems to work now. Thank you!
Nikpo 21 Aug @ 3:12pm 
Oh awesome, thank you so much for fixing that so quickly! :)

How'd you end up fixing it/what was the issue? Just curious.
Last edited by Nikpo; 21 Aug @ 3:13pm
Toxic Yui  [developer] 21 Aug @ 3:42pm 
Originally posted by Nikpo:
Oh awesome, thank you so much for fixing that so quickly! :)

How'd you end up fixing it/what was the issue? Just curious.

My mod adds two special filters (AT_ArtisanTouched / _Apparel). Prefixed items were being filtered out by the game’s “allowed items” check for quests, I changed the default so quests now should include Artisan-touched items.

Unless some wild mod overrides those vanilla values, it should be mod-compatible :pigeonface:
Honestly, it wasn’t hard to fix. Just took me a while to track down.
Hey there :)
First of all thanks for the great mod, been enjoying it a lot.

I have a question about armor calculations, because I think I found a bug, but it might also be intended behavior or me missing something.

I tested it with only Harmony, Core, all expansions and Artisans touch enabled and no other mods.

Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Odyssey
Artisans Touch

Suffixes increasing armor seem to only apply to armors with a non material dependent Base Armor value, like marine armor and the likes and not ones with a material dependent armor stat, like plate armor.

Tested it by crafting two plate armors and two flak armors (all of the same quality) each pair one without an armor enhancing suffix and one with an armor enhancing suffix.
Plate armors had the same armor values unchanged by the suffix, flak armors had different armor values, increased by the suffix.

Thanks in advance for taking a look at it. :)
Toxic Yui  [developer] 1 Sep @ 9:28am 
Originally posted by IIIIIIIIIIIIIIIII:
Hey there :)
First of all thanks for the great mod, been enjoying it a lot.

I have a question about armor calculations, because I think I found a bug, but it might also be intended behavior or me missing something.

I tested it with only Harmony, Core, all expansions and Artisans touch enabled and no other mods.

Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Odyssey
Artisans Touch

Suffixes increasing armor seem to only apply to armors with a non material dependent Base Armor value, like marine armor and the likes and not ones with a material dependent armor stat, like plate armor.

Tested it by crafting two plate armors and two flak armors (all of the same quality) each pair one without an armor enhancing suffix and one with an armor enhancing suffix.
Plate armors had the same armor values unchanged by the suffix, flak armors had different armor values, increased by the suffix.

Thanks in advance for taking a look at it. :)

Thank you i'll take a look as soon as I finish other fixes! expect a hotfix today, thank you!
However can you please tell me wich specific prefixes are not applying?

I code the work to play arround the values of "flak" appareal by increasing the blunt / sharpness armor multiplier wich is actually being used by the "material" itself and for non-flak is just adding a value
Originally posted by Toxic Yui:
Originally posted by IIIIIIIIIIIIIIIII:
Hey there :)
First of all thanks for the great mod, been enjoying it a lot.

I have a question about armor calculations, because I think I found a bug, but it might also be intended behavior or me missing something.

I tested it with only Harmony, Core, all expansions and Artisans touch enabled and no other mods.

Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Odyssey
Artisans Touch

Suffixes increasing armor seem to only apply to armors with a non material dependent Base Armor value, like marine armor and the likes and not ones with a material dependent armor stat, like plate armor.

Tested it by crafting two plate armors and two flak armors (all of the same quality) each pair one without an armor enhancing suffix and one with an armor enhancing suffix.
Plate armors had the same armor values unchanged by the suffix, flak armors had different armor values, increased by the suffix.

Thanks in advance for taking a look at it. :)

Thank you i'll take a look as soon as I finish other fixes! expect a hotfix today, thank you!
However can you please tell me wich specific prefixes are not applying?

I code the work to play arround the values of "flak" appareal by increasing the blunt / sharpness armor multiplier wich is actually being used by the "material" itself and for non-flak is just adding a value

Thanks for the quick response. :)

Quickly ran through a few tests, this is what I found so far:

Not working:
perfect
juggernaut
fortress
reinforced
aegis
chill
temperate
thermal
artisans

Working:
patched

From what I could reverse engineer it seems to be using a formula like
(Base Armor * (1+suffix) + Material*MaterialModifier) * Quality
and when Base Armor is 0 the suffix has no impact, at least with this formula i get the correct values when calculating for armors with a base armor value stat.

No idea if this information helps. :D

Last edited by IIIIIIIIIIIIIIIII; 1 Sep @ 10:12am
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