RimWorld
More Archotech Garbage (Continued)
145 opmerkingen
batatafritada 2 okt om 18:57 
hello, I think archotech medicine should be applied like a serum instead of used as medicine.
Atm, when the option for "use best available medicine" is on, the pawns will use archotech medicine anesthize a patient. And not being able to apply it means that the pawns will have to use it manually, which prevents the use of said medicine in incapacitated pawns.
CMaia 23 sep om 2:25 
Also no segments (hands/foreams/forehands/feet/fingers) of advanced versions of archotech added by having both mods have recipes to make them
CMaia 23 sep om 1:52 
There's something wrong with the patch for MSE2 when you have Archotech Expanded Prosthetics enabled too. There's two archotech legs and arms recipes named "advanced archotech leg" and "advanced archotech arms" and both are unlocked with different techs, one with the 2 and the other with the 3.

Also there's two recipes that make the arms and legs, one with advanced in the name and other without. Also in different techs, 2 and 3.

Also it's possible to make the limb assembler make complete arms and legs with MSE2 enabled? Right now they are spawned without the forearm and internal support
Barrabas 17 sep om 14:34 
Arcotech soda seems to be broken for me. Not really sure what I am doing wrong or if there is some mod interaction I am missing, but I can't seem to arrange my list in such a way as to make the heDiff stick to my pawns. Not complaining, really. Just saying so for anyone wondering.

Thanks to Zal for keeping this mod alive, You're a real mensch.
BrenTenkage 17 sep om 14:11 
alpha bees got an update, figured I'd mention that
moonstar67ppm 16 sep om 11:28 
Hi just want to inform this behavior where my colonist refueling archotech rocket engine with fragments. The info on the rocket said 10 fragment is enough to fully fuel the engine, and I notice there is a counter stat on the engine like 99xxx/100000, but my colonist is constantly refueling this and spending my precious fragments.
Nameless 16 sep om 0:25 
Hello @Zaljerem, many thanks for adding the credits! You are doing a job that makes thousands of people happy. Can I please have your Discord handle? I would like to chip in to support your work (@DeathTomato and anyone else would you like to join?). Plus I have some More Archotech Garbage (Continued) materials that have been prepared but not yet been implemented, maybe you would manage to do this?
Prototype-alpha 9 sep om 18:36 
Will the [FSF] Advanced Bionics Expansion patch work? Even if it hasn't been completed?
Zaljerem  [auteur] 7 sep om 8:32 
My apologies; I'm juggling a lot of things everywhere I turn at the moment. I added the credits as you specified (apologies for that oversight - I absolutely want credits for mods maintained). Regarding the archotech engine and any other outstanding issues, I'm going to try to make time to do a review on - well, everything - under my care and this one tops the list.
Nameless 7 sep om 6:00 
The question with regards to the Psychic Terror Pulser is resolved, thanks :)
moonstar67ppm 6 sep om 12:16 
Hi thanks for making this mod alive. Quick question, I created achotech rocket engine but it's not showing fuel and not acting like proper rocket, seems like a passive building. It also said it used fragment as fuel, but no indication of fuel consumption either. Am I missing something here?
Nameless 2 sep om 14:07 
Hello @Zaljerem, thank you for taking care, updating and maintaining the mod! I absolutely love your and @MrKociak 's work and very grateful for the efforts! May I please ask you to reference/credit @Taranchuk (coding), @Death Tomato (chipping and project), Ogam (not on Steam; artist) and myself (chipping, project and concepts) with regards to creation of Archotech Gene Ripper, Archotech Gene Extractor, Archite Genepack Assembler and Recipe: archite capsules? It was added in previous Continued version of the mod along with a list of other correction that I also see here. Another question: Psychic Terror Pulser seems to require a target now. However, no target can be selected on the map and you can't just activate it. Can you please help me with it?
Nauyaca 30 aug om 22:03 
hi, its a tiny issue but the archotech gene extractor's sprite points the wrong way compared to the vanilla one :raksasiconfused:
Zaljerem  [auteur] 27 aug om 9:56 
I'll have to get those ported over here so there's parity.
Holynevil 27 aug om 9:51 
this mod doesnt contain all the artifacts is why, like the recruiter and the tranquil lance
CMaia 26 aug om 0:38 
@Holynevil that mod is a standalone of the artifacts only that this mod adds
Flockerkill 25 aug om 23:20 
yes thats the case @Holynevil
but why would you need the standalone when you use this anyways?
Holynevil 25 aug om 23:10 
so it said this mod not compatible with https://steamproxy.net/sharedfiles/filedetails/?id=3241946109 the artifacts standalone one?
Zaljerem  [auteur] 25 aug om 7:09 
Updated: Fix for LWM DeepStorage as noted below. Thanks for the report.

I will try to take a look at Integrated Implants.
D3K43 24 aug om 14:46 
Ah. I do have proximity but it wasn't active. Yeah I just added it to the active list and I'll see if I can find the pylons, thank you.
Zaljerem  [auteur] 24 aug om 13:36 
It has the pylons if you run Proximity (Continued).

I'll add that to loadFolders as soon as I can.
Flockerkill 24 aug om 13:26 
ok found why the archotech storage chamber is not loaded...

the newest LWM package id is not anymore:
LWM.DeepStorage

its now :
LWM.DeepStorage.patched

so at @Zaljerem could you pls add a line for that id to the loadFolder.xml?
D3K43 24 aug om 1:22 
I forget, didn't this mod also have archotech pylons that boost specific attributes or skills in a certain radius?
GUR ^ 23 aug om 11:50 
Could you add a patch for Integrated Implants? https://steamproxy.net/workshop/filedetails/?id=3223443793
Flockerkill 20 aug om 23:59 
was the archotech stoarge removed, as i cannot find it anymore (i have last build it in 1.4)
Choosechee 16 aug om 16:56 
I would recommend making Anomaly entities do a similar thing to mechanoids in that they die when you use a psychic recruiter. A potential exception to this could be ghouls. Just check if their faction is Faction.OfEntities, and you can check that their a ghoul by looking at the mutant field. I can test it for you if you don't have Anomaly.
Zaljerem  [auteur] 14 aug om 8:14 
It appears that is how it is set by by Alpha Bees, it produces regular honey, regular beeswax, and archotech scrap. This mod does create archotech honey but because the patch appears to be split between Alpha Bees and this mod, it's not implemented. I'll see if I can get a hold of Sarg and get it fixed.
jtseyman 14 aug om 5:23 
the Archo honeycomb is producing ordinary honey instead of archotech honey when I process it in the honey centrifuges.
Choosechee 3 aug om 13:04 
What happens if you use the psychic recruiter on an Anomaly entity? Do they die instantly like mechanoids do? Actually, do they still die instantly? If so, that could be changed when you have Biotech.
Flockerkill 21 jul om 22:41 
if you mean the version of this mod with just the Artefakts, than its totally understandably

as its the same items with the same path/description for the game, just dublicates that are redundant and cause problems
Shariul 21 jul om 22:19 
I dont know if that even an issue, but RimPy started saying today that this and ATG Standalone Artifacts are incopatible. Played yesterday normaly and didnt change modlist.
Aphasia 10 jul om 14:14 
I think archotech buildings and stuff made from archotech mass should always be legendary quality, ngl
Kas 8 jul om 9:39 
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  [auteur] 4 jul om 8:49 
Thanks for the report, just pushed a fix.
Vaphal 3 jul om 23:33 
@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 om 5:06 
@Nylia
you sure you are at the right mod ?
i dont know any story in this one
Nylia 3 jul om 4:54 
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 om 6:05 
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 om 16:16 
still cant edit anything in the ve cooking patch. i just want to make more archo spice
HMLluke 27 jun om 7:38 
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 om 12:40 
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 om 18:05 
The archotech research assistant wont connect to the research bench?
n1ss 20 jun om 6:43 
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 om 4:23 
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 om 23:56 
Update on may the 9:
Made archotech walls paintable
SATLER, Local Megalomaniac 16 jun om 23:37 
I'd love it if we could paint the Archotech walls and floors.
Breadmond 16 jun om 22:23 
oh wait its because I need to do the research oops
Breadmond 16 jun om 21:11 
is it because it is a formgel pawn?
Breadmond 16 jun om 20:51 
for some reason my pawn can't absorb the archonexus key III
frickheckcrud 16 jun om 11:57 
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