RimWorld

RimWorld

[LYN] Nanotech Overpower
176 Comments
the48gk 1 Aug @ 5:20am 
I have a small issue. The nanocabinet does not affect research speed of hi-tech research bench. Other workbenches seem to work fine.
de_BearN 26 Jun @ 6:00am 
I had waay too many people spawning with nano aura
i added this to the Nanobots.xml

under Nano Aura and under </graphicData>

<generateCommonality>0</generateCommonality>
<generateAllowChance>0</generateAllowChance>

seems to fix it, now nobody spawns with that, it made the early game waaay too easy without any effort of going after those items, now i gotta figure out how to make them
滴滴你个王8蛋 23 Jun @ 8:19am 
now nano aura is a implant?
Seriøst 22 Jun @ 7:06am 
So to fix it i have to uninstall all vanilla expand mod ? to fix that or elese ? to not let empire or raid has nanoaura ?
Seriøst 22 Jun @ 7:01am 
NVM still has issuse empire still has nano aura :(
SlaAps 20 Jun @ 11:52am 
i wanna report that nano aura deteriorate very quickly and i met difficulty smelting it or destroying (with mod take very long time)
SlaAps 20 Jun @ 11:50am 
Hey guys just wanna say that most of the trouble about my issue was with vanilla expanded mods / framework . i finally solved. thank you again to Citizen to the author and to all the community ;)
Seriøst 19 Jun @ 3:24pm 
@Rhynia did u figure out what happened ? and did you fix it ?
Seriøst 19 Jun @ 2:47pm 
sry for asking , is that normal that enemy or other faction has nano aura too ?
Enclave 18 Jun @ 5:10pm 
"Nanomachines son"
Rhynia 17 Jun @ 9:00pm 
nanocloud sometimes becomes enemies' gear
SlaAps 16 Jun @ 4:31pm 
ok Citizen ill givie it a try... i tried removing vanilla expanded but it also remove a part that i want, ill maybe look for something similar instead . thank you i appreciate your interest
Captain Huntank 16 Jun @ 3:52pm 
Congrats on updating the mod to 1.5
Citizen706 16 Jun @ 8:28am 
Holy shit, that's a long list lmao.

Your modlist is long, the probability that it's nanotech causing the issue is minimal. Those things normally happened to me when some graphical stuff conflicted with the game engine or other mods, like when a mod wants to load a pawn but the game doesn't "understand" the appearance of it, so it crashes the entire screen.

You might want to load ONLY nanotech and see if the bug persists. From looking at this github record I can see you use Vanilla expanded, that mod caused me some graphic headaches from time to time by conflicting with other mods, could be the problem for you too. Like the vanilla textures expanded or something.
SlaAps 15 Jun @ 4:39pm 
thank you citizen for your interest.
the issue appeared after fresh new installation on a new pc but after the update to 1.5
the mod is last loading
i tryed also to remove all mods and keep the essential also give the issue and always after sometime, at the start for a few hours gametime it works fine then agaun disappear the interface. also to be noted all listed work continue to work as the issue wasnt there. but the probleem is that the whole interface goes mad on all placed object (ie even the beds)
PLS i wnat so mush to try the game on my new hardware with this mod :D
Citizen706 15 Jun @ 2:42pm 
That's weird af, are you using any other mods or only the nanotech one? And if so, are they in the correct order? Sometimes performance mods like the Rocketman interfere with some graphic stuff and sometimes other mods should be last and you are putting them high in the modlist.

I personally use this mod with around 150 other mods and don't have any problems.
Last resort you can try is doing a complete uninstall of RimWorld and then reinstall everything
SlaAps 15 Jun @ 2:39pm 
-my settings

have not last 2 dlc
playing with other mods but already played together in 1.4

mainly SaveOurShip2- Digital storage unit- misc robot- androids - and a few more
SlaAps 15 Jun @ 2:36pm 
i tryed as suggested but the issue still persist. i cannot give more info, the case is the same : fresh new start works properly after some ticks it start blinking and affect iother object as well.
im willing to help for solution in case anyone want to though i can spare just my time... thank you in advance
Citizen706 15 Jun @ 9:40am 
Also, @lyn I don't know if it's only me but the Anomaly recipes don't work. Your code is basically the same as the other DLCs but for some reason the Anomaly ones don't appear in the fabricator for me
Citizen706 15 Jun @ 9:39am 
That shouldn't happen. Lyn fixed the bug and it worked fine since then. Try unsubbing and then resubbing to the mod and see if it solves the problem.
SlaAps 13 Jun @ 5:38pm 
HELLO GUYS FISRT THANKS FOR THIS MOD I LIKE A LOT.
i'm experiencing the issue of the interface disappearing (or blinking ) on nanofabricator after a few moment form fresh start . tried several times
i already canceled the line suggested in comments in nanonbuildings.xml

<li>PlaceWorker_ShowFacilitiesConnections</li> but it didnt help.

any other suggestion?

thank you in advance
! Benz 12 Jun @ 1:24pm 
Ah. I do have Vanilla Expanded Framework. My Bad. Gonna have to test it out. Thank you for the replies.
Lyn the Cookie  [author] 12 Jun @ 1:07pm 
In my game I haven't seen any pawns spawning with it. I removed the <tags> field from the nanotech equipment to prevent the game from selecting them for spawning NPCs.

Check if you're using Vanilla Expanded Framework, it adds a code for preventing stuff from spawning in the world. Other issue could be a mod that affects pawn generation.
! Benz 12 Jun @ 2:53am 
I just got raided by a bunch of pirates wearing Nanoaura... very balanced but is there a way to stop that?
Citizen706 11 Jun @ 5:52pm 
love you, lyn
Lyn the Cookie  [author] 11 Jun @ 4:01pm 
Updated
- Added Anomaly items
- Fixed nanofabricator category (it was supposed to be in Misc, not Production)
- Fixed nanoaura stop rendering the pawn's hair
Citizen706 11 Jun @ 12:36pm 
Thanks, man!
Lyn the Cookie  [author] 11 Jun @ 3:58am 
I'll have to look them up cuz I haven't played too much anomaly yet, but I'll add it next update
Citizen706 10 Jun @ 6:22pm 
Hey, Lyn, can you add Bioferrite and other anomaly items like you did with the other DLCs?
Lyn the Cookie  [author] 10 Jun @ 9:20am 
Fixed the nanofabricator error
CoolBreeze_75 9 Jun @ 12:52pm 
lol the nanoaura is just main character aura
Citizen706 8 Jun @ 4:37pm 
To solve this bug just do into the Nanobuildings.xml file, scroll down until you see <li>PlaceWorker_ShowFacilitiesConnections</li> and delete it.
BOMBA 8 Jun @ 9:33am 
I have the same bug but while smashing every key on the key board i found that the letter Z unblock the screen. Still cant place the nanofab tho
董志民 8 Jun @ 9:06am 
when I build nanofabricator,the UI disappears completely and cannot be recovered

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref CE17D1D0]

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref CE17D1D0] Duplicate stacktrace, see ref for original
No Anime 8 Jun @ 1:51am 
FINALLY THANK YOU
Mastersgt 8 Jun @ 12:30am 
Saw the updated graphic of the fabricator ingame and was very surprised. Thx for the update :steamhappy:
滴滴你个王8蛋 7 Jun @ 7:03pm 
life saving mod, thx for updating
Citizen706 7 Jun @ 11:57am 
Lyn's back!! thx for the update
Lyn the Cookie  [author] 7 Jun @ 7:42am 
Updated to 1.5
- Added a bunch of modded and DLC items to the nanofabricator (infinite mech chips)
- Also added a Nanoturret, basically a nanoblaster that fires on its own
Zeues 21 May @ 11:24am 
hope its updated soon
DOCTOR CROW 21 Apr @ 9:27am 
1.5 soon?
foxgod440 19 Apr @ 11:15am 
i really hope this updates soon
13012ED 18 Apr @ 8:37pm 
so 1.5 update when?
Paradox 17 Apr @ 10:07pm 
Using this alongside Coldzero's Nanotech Overpower Patches in 1.5 zero issues
Castoria 16 Apr @ 2:56pm 
is it possible to add this mid play through
d0gL3g 14 Apr @ 7:16pm 
Thanks for making great mods! Hope this one gets a 1.5, even if its forked, but I wish the author all the best either way.
Citizen706 13 Apr @ 2:43pm 
@CoolBreeze_75 (I play without CE). It is compatible as usual, you'll just face a bit of description bugs about a "reportWorkSpeed" when you open the nanofabricator.
I got into the mod folders and edited it using XML, it worked normally for me.
CoolBreeze_75 13 Apr @ 2:27pm 
is this compatible with 1.5 without any updates?
【610】张条子 13 Apr @ 12:13pm 
Update Please