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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).
Or, please share me your mod list so I can replicate the error and submit a fix!
[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 ()
[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 ()
it's online and it's deleted after a day!
I made the right amount of gear but it wouldn't let me hand them in until I had made 20 without any prefixes.
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
Honestly, it wasn’t hard to fix. Just took me a while to track down.
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