RimWorld
More Archotech Garbage (Continued)
145 ความเห็น
batatafritada 2 ต.ค. @ 6: 57pm 
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 ก.ย. @ 2: 25am 
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 ก.ย. @ 1: 52am 
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 ก.ย. @ 2: 34pm 
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 ก.ย. @ 2: 11pm 
alpha bees got an update, figured I'd mention that
moonstar67ppm 16 ก.ย. @ 11: 28am 
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 ก.ย. @ 12: 25am 
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 ก.ย. @ 6: 36pm 
Will the [FSF] Advanced Bionics Expansion patch work? Even if it hasn't been completed?
Zaljerem  [ผู้สร้าง] 7 ก.ย. @ 8: 32am 
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 ก.ย. @ 6: 00am 
The question with regards to the Psychic Terror Pulser is resolved, thanks :)
moonstar67ppm 6 ก.ย. @ 12: 16pm 
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 ก.ย. @ 2: 07pm 
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 ส.ค. @ 10: 03pm 
hi, its a tiny issue but the archotech gene extractor's sprite points the wrong way compared to the vanilla one :raksasiconfused:
Zaljerem  [ผู้สร้าง] 27 ส.ค. @ 9: 56am 
I'll have to get those ported over here so there's parity.
Holynevil 27 ส.ค. @ 9: 51am 
this mod doesnt contain all the artifacts is why, like the recruiter and the tranquil lance
CMaia 26 ส.ค. @ 12: 38am 
@Holynevil that mod is a standalone of the artifacts only that this mod adds
Flockerkill 25 ส.ค. @ 11: 20pm 
yes thats the case @Holynevil
but why would you need the standalone when you use this anyways?
Holynevil 25 ส.ค. @ 11: 10pm 
so it said this mod not compatible with https://steamproxy.net/sharedfiles/filedetails/?id=3241946109 the artifacts standalone one?
Zaljerem  [ผู้สร้าง] 25 ส.ค. @ 7: 09am 
Updated: Fix for LWM DeepStorage as noted below. Thanks for the report.

I will try to take a look at Integrated Implants.
D3K43 24 ส.ค. @ 2: 46pm 
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  [ผู้สร้าง] 24 ส.ค. @ 1: 36pm 
It has the pylons if you run Proximity (Continued).

I'll add that to loadFolders as soon as I can.
Flockerkill 24 ส.ค. @ 1: 26pm 
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 ส.ค. @ 1: 22am 
I forget, didn't this mod also have archotech pylons that boost specific attributes or skills in a certain radius?
GUR ^ 23 ส.ค. @ 11: 50am 
Could you add a patch for Integrated Implants? https://steamproxy.net/workshop/filedetails/?id=3223443793
Flockerkill 20 ส.ค. @ 11: 59pm 
was the archotech stoarge removed, as i cannot find it anymore (i have last build it in 1.4)
Choosechee 16 ส.ค. @ 4: 56pm 
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  [ผู้สร้าง] 14 ส.ค. @ 8: 14am 
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 ส.ค. @ 5: 23am 
the Archo honeycomb is producing ordinary honey instead of archotech honey when I process it in the honey centrifuges.
Choosechee 3 ส.ค. @ 1: 04pm 
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 ก.ค. @ 10: 41pm 
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 ก.ค. @ 10: 19pm 
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 ก.ค. @ 2: 14pm 
I think archotech buildings and stuff made from archotech mass should always be legendary quality, ngl
Kas 8 ก.ค. @ 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  [ผู้สร้าง] 4 ก.ค. @ 8: 49am 
Thanks for the report, just pushed a fix.
Vaphal 3 ก.ค. @ 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 ก.ค. @ 5: 06am 
@Nylia
you sure you are at the right mod ?
i dont know any story in this one
Nylia 3 ก.ค. @ 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 ก.ค. @ 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 ก.ค. @ 4: 16pm 
still cant edit anything in the ve cooking patch. i just want to make more archo spice
HMLluke 27 มิ.ย. @ 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 มิ.ย. @ 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 มิ.ย. @ 6: 05pm 
The archotech research assistant wont connect to the research bench?
n1ss 20 มิ.ย. @ 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 มิ.ย. @ 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 มิ.ย. @ 11: 56pm 
Update on may the 9:
Made archotech walls paintable
SATLER, Local Megalomaniac 16 มิ.ย. @ 11: 37pm 
I'd love it if we could paint the Archotech walls and floors.
Breadmond 16 มิ.ย. @ 10: 23pm 
oh wait its because I need to do the research oops
Breadmond 16 มิ.ย. @ 9: 11pm 
is it because it is a formgel pawn?
Breadmond 16 มิ.ย. @ 8: 51pm 
for some reason my pawn can't absorb the archonexus key III
frickheckcrud 16 มิ.ย. @ 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