RimWorld

RimWorld

More Archotech Garbage (Continued)
113 Comments
Kas 8 Jul @ 9:39am 
Hi, Im curious if it would be possible to patch so that it supports "Archotechnology" meditation type from "Vanilla Psycasts Expanded".

Its defined as such in Foci.xml:

<MeditationFocusDef>
<defName>VPE_Archotech</defName>
<label>archotechnology</label>
<modExtensions>
<li Class="VanillaPsycastsExpanded.MeditationFocusExtension">
<icon>UI/PsyfocusIcons/PsyfocusArchotechnology</icon>
<pointsOnly>true</pointsOnly>
</li>
</modExtensions>
</MeditationFocusDef>

Im trying to figure it out myself, but maybe someone else can be faster :)
Zaljerem  [author] 4 Jul @ 8:49am 
Thanks for the report, just pushed a fix.
Vaphal 3 Jul @ 11:33pm 
@Zaljerem MakeVanometricGravPack needs to test if Royalty is installed.

MakeVanometricGravPack (mod More Archotech Garbage (Continued)) has an empty product, it will error out on map loading. and will not work properly.

Issue found with ModErrorChecker.
Flockerkill 3 Jul @ 5:06am 
@Nylia
you sure you are at the right mod ?
i dont know any story in this one
Nylia 3 Jul @ 4:54am 
This is one of the most beautiful mods I have ever had the pleasure of using in my game since alpha. The story is so well written, especially the ending. Oh my god. I can't stop thinking about it. It was so breathtaking.
Krieger Clown 2 Jul @ 6:05am 
any ideas why archo gene ripper wont let me harvest genes from corpses? it just bugs mouse position
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

cant think of an answer eh
frickheckcrud 1 Jul @ 4:16pm 
still cant edit anything in the ve cooking patch. i just want to make more archo spice
HMLluke 27 Jun @ 7:38am 
To everyone trying to use with Alpha Bees add IfModActive="zal.morearchotechgarbage">1.5/Mods/Archotech to loadFolders in the Alpha Bees mod folder to fix compatibility
Aelflead Wayne 24 Jun @ 12:40pm 
may want to update the sos2 engine, sos2 now uses size to draw engine plumes, and the engine only have half of the described thrust.
pig in a pumpkin 23 Jun @ 6:05pm 
The archotech research assistant wont connect to the research bench?
n1ss 20 Jun @ 6:43am 
Archotech research assitant disapearing then the bilding of it is ending, why is that? Can you help with that pls? Emty space after the bilding ends.
Zer0 20 Jun @ 4:23am 
for some reason manhunter waves keep spawning endlessly when I activate the pillars. Is this a bug or can I stop it via console commands?
Flockerkill 16 Jun @ 11:56pm 
Update on may the 9:
Made archotech walls paintable
SATLER, Local Megalomaniac 16 Jun @ 11:37pm 
I'd love it if we could paint the Archotech walls and floors.
Breadmond 16 Jun @ 10:23pm 
oh wait its because I need to do the research oops
Breadmond 16 Jun @ 9:11pm 
is it because it is a formgel pawn?
Breadmond 16 Jun @ 8:51pm 
for some reason my pawn can't absorb the archonexus key III
frickheckcrud 16 Jun @ 11:57am 
how can i edit the production value for archotech spices for the vfe cooking patch? i changed the value from 1 to 8 but it made no difference
Flockerkill 15 Jun @ 7:31am 
Would it be possible to make the archotech walls use wall styles (like the steam punk one from the vanilla expanded stuff)
Zaljerem  [author] 15 Jun @ 6:32am 
Updated: Fix to Seamless Embrasures compat; thanks Vaphal!

Cyber Fauna (Continued) compatibility
Vaphal 15 Jun @ 1:31am 
Seamless Embrasures ~ SE.xml, replace "O21Embrasures.CompProperties_EmbrasureOverlay"

with "SeamlessEmbrasures.CompProperties_EmbrasureOverlay"

and add "<disableImpassableShotOverConfigError>true</disableImpassableShotOverConfigError>"
before the <comps> tag in "MAG_O21_Embrasure_Letterbox" and "MAG_O21_Embrasure_Hole"
Flockerkill 11 Jun @ 1:27pm 
@Zaljerem
How about adding compatibility for Integrated implants architect implents?
pig in a pumpkin 11 Jun @ 11:52am 
is there any possibility of getting a setting to turn off the archotech fragment glow effect? im playing a a lightless colony and my crafter has a fit everytime they have to handle the fragments
快下无影船 11 Jun @ 4:46am 
:steamthumbsup:Now i can made organs,thank you for work
Zaljerem  [author] 9 Jun @ 9:52am 
Oops, I just implemented the patch as it was for the previous version. I just pushed an update to fix that. Thanks for the report!
TheCafFiend 9 Jun @ 9:40am 
Uh hey why do the SOS2 organs mayrequire "MrKociak.YetAnotherProstheticExpansionModCore" ? I don't have that mod but don't think I've ever had it installed?
快下无影船 7 Jun @ 9:37am 
I tried but still can`t,I don't know why,maybe because my rimpy?
Flockerkill 7 Jun @ 12:43am 
Try to unsub and resub to the mod, sometimes steam don't whant to update mods automately
快下无影船 7 Jun @ 12:01am 
Why I still can`t make sos2 organs:steamsad:
Zaljerem  [author] 5 Jun @ 8:09am 
Updated: Added the SOS2/Yet another prosthetic mod - Core integrations back in. Sorry about that, thanks for the report!
TheCafFiend 4 Jun @ 7:50pm 
Hey, it seems like the SOS2 organs were removed from this? I still see them in SOS2.txt but they haven't been moved into the defs/patch xml files? I gotta make my ridiculous cyborgs! They don't show up on the bench or in the research T2 like I recall them being, in the research screen
Zaljerem  [author] 30 May @ 3:39pm 
Updated: 1.4 version updated to that of the previous fork. This is the end-of-life update for 1.4. I appreciate your patience.
Yak 30 May @ 3:02pm 
That's understandable. I really appreciate you even taking the time to keep this one going. I only run 1.4 because... well. 1.5 broke everything. And I can live without spooky SCP times.
Zaljerem  [author] 30 May @ 2:56pm 
Ah yes, 1.4. Guess I'd better grab the other forks' version and update my 1.4. That will at least get you some of the fixes, but I won't be back porting anything.
Yak 30 May @ 2:50pm 
I get a very long list of the same error message until the game gives up on trying to display them all. I have a screenshot here: https://i.gyazo.com/b39478cb8efcef32b782aac86fcee297.png
Yak 30 May @ 2:48pm 
Seems to be Save Our Ship 2, but I'm running 1.4 at the moment.
List is as follows
- Harmony
- Core
- Royalty
- Ideology
- Biotech
- Vehicle Framework
- Save Our Ship 2
- Archotech Garbage
Zaljerem  [author] 30 May @ 11:35am 
Currently testing against all patches just to be sure, I'm more than halfway through, no effect on the Research tab/dev palette/anything else thus far.
Zaljerem  [author] 30 May @ 11:11am 
Can you let me know which of the mods listed above you're also using? That will help me track it down faster. Thanks!
Yak 30 May @ 11:10am 
I'm getting the same issue. Research tab is far extended out to the bottom right. It also moves things like the dev pallette down the screen.
ShivKnight 29 May @ 3:45pm 
Thanks, Im getting a rendering error in the research tab that looks just like that old error. It must be something new. ill look into it further and drop a line if i find its a similar error from another mod affecting this one.
Awesome work keeping this running, it adds alot to end game goals.
Zaljerem  [author] 29 May @ 6:37am 
As always, if you run into any issues with mod compatibility or anything else, please let me know. There are a lot of moving parts in this mod and I really rely on heavy users to discover anything that might be hiding in a corner. Much appreciated!
Zaljerem  [author] 29 May @ 4:50am 
Yeah, this version is fixed, I reviewed all content, and I have good reports from others using SOS2.
Flockerkill 29 May @ 2:36am 
the problem were of other mods (as example SOS2) that removed something from their archotech conted and the other versions still had references to the removed items (archo jaw in SOS2 case) and after determining what was removed i deliverd the patch to tomatoe and he fixed his version
Zaljerem  [author] 29 May @ 12:54am 
No, I've not seen it nor had any reports of it.
ShivKnight 28 May @ 11:55pm 
Is this mod causing issues with the research tab like the previous iteration did in 1.4?
Zaljerem  [author] 27 May @ 2:27pm 
@Mr. J Soda - re: Auto-Extract Genes - unfortunately not as easily as I had hoped but I will look into it.
Mismagius 27 May @ 12:22pm 
hey there is a graphical glitch with the archotech nourisher. when it is built, the tile acts like as if the roof is removed.
Mr. J Soda 27 May @ 5:37am 
Would it be possible to get the Archotech Gene Extractor to work with Auto-Extract Genes by Nibato? https://steamproxy.net/sharedfiles/filedetails/?id=2882834449
Zaljerem  [author] 26 May @ 4:59am 
Updated: Fix for archotech resurrector. Thanks for the report, my apologies.
damooman 25 May @ 10:54pm 
I can't seem to get the Archotech Resurrector to work. I tried it on both an animal and a colonist.