RimWorld

RimWorld

504 vurderinger
Dismantle Ancient Junk
3
2
3
2
   
Pris
Føj til foretrukne
Gjort til foretrukken
Fjern som foretrukken
Mod, 1.3, 1.4, 1.5, 1.6
Filstørrelse:
Offentliggjort:
Opdateret:
651.004 KB
3. okt. 2022 kl. 18:07
6. aug. kl. 14:55
24 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Dismantle Ancient Junk

I 1 samling af Proxyer
Proxyer's RimWorld Japanese Mods
233 genstande
Beskrivelse
IMPORTANT :
Now it adds compatibility with Biotech DLC. You should now be able to get "mechanoid transponder".

As a countermeasure to the Biotech DLC transponder reported by @int_541, Mod have switched to a non-patching method for Ancient scraps that would probably be the case if checked the Biotech DLC.
This fix will not affect anyone who has not purchased or disabled the Biotech DLC.


Description:
This is simple mod, allows dismantle ALL Ancient Junks, added in the Ideology DLC.
If you dismantle ancient junks, you will get twice as many resources as destroy it.
Even if turn off Ideology DLC in the RinWorld options, the error does not appear.

Compatible :
Added compatibility patch for Vanilla Factions Expanded - Ancients. Ancient buildings (Ancient supply slingshot, Vault wall, Vault door, Large locked door) will be dismantleable.

Added compatibility patch for Medieval Overhaul. Ancient/Ruin buildings (Ancient ruined battering ram, Ancient ruined siege tower, some doors, etc.) will be dismantleable.

Added compatibility patch for Biotech DLC. Ancient Exostrider Parts, Ancient Mech Gestator, Ancient Basic Recharger, Ancient Standard Recharger, Ancient Band Node, etc... will be dismantleable.
But ancient exostrider midsection can't dismantleable. Because you won't be able to get the "mechanoid transponder".

Added compatibility patch for Anomaly DLC. Make the cube sculpture dismantlable and leave some materials behind.

Added compatibility patch for Odyssey DLC.
- Added work times and resources to ancient structures from the Odyssey DLC.
- Made Life Support Units, Ancient Lights, and Ancient Emergency Lights claimable, dismantled, minifiedable, and movable.

Added compatibility patch for Mechanoid Upgrades. Ancient buildings (ancient mech upgrader, ancient basic upgrades assembler, ancient advanced upgrades assembler, ancient upgrades storage, ancient large upgrades storage) will be dismantleable.

Added compatibility patch for Vehicles Wrecks Expanded. Ancient ancient car wreck will be dismantleable.

If you are using Tweaks Galore with this mod and an error occurs, reviewing the options in Tweaks Galore may resolve the issue. Thanks to BlackSmokeDMax for reporting this issue.

Incompatible :
Cannot be used together with the following mods that have the same function.


Notes :
If you have any problems, please report them by comment.

Copyright :
The photos in the preview image use http://pixabay.com free materials taken by Alexas_Fotos[pixabay.com].

F & Q :
Q: Why did create this Mod when a similar Mod already exists?
A: That's because the existing Mod can't dismantle ALL the ancient scraps, so I wanted to be able to dismantle them all.

Q: Sometimes when I dismantle scrap, nothing comes out?
A: Colonists luck and building skills seems to vary the resources available.

In the vanilla game, deconstructions return 50% of the used building materials, If you want to make this 100%, recommend using Configurable Deconstruct Percentage.

Populære diskussioner Vis alle (2)
2
23. sep. 2024 kl. 9:45
ancient urban ruins
MrFlux
0
15. mar. 2024 kl. 20:35
BuckUp Link
Proxyer
165 kommentarer
Proxyer  [ophavsmand] 11. aug. kl. 8:31 
@Sithgrim
Compatibility patches with other vehicle mods will be applied without any issues as they do not overlap.
The patches that overlap are those related to ancient cars from the Core and DLC.

Probably because the URL was copied and pasted outside of the Steam client, causing duplicate HTTPS.

VVE - Deconstructable Vehicles Junk
https://steamcommunity.com/sharedfiles/filedetails/?id=3108171008
Sithgrim 11. aug. kl. 0:46 
@proxyer So in theory that will give me the vehicle parts from VVE and then the ability to scrap all the other random junk. Thank you for the reply!

Also sorry for any scare idk why steam is saying that link is malicious when I go to click it I just copied it off of steam. @_@
Proxyer  [ophavsmand] 11. aug. kl. 0:08 
Hello Sithgrim.
Technically, both mods are patch mods. When modifying the same element, the order of patching is determined by the mods listed first. Therefore, placing the mods in the following order in the mod list may achieve the desired results. However, you may receive an error indicating duplicate patching (this error will not affect the game once it starts).

Mod list order:
VVE - Deconstructable Vehicles Junk
Dismantle Ancient Junk

However, due to the majority of conflicts, we recommend using only one of them. Compatibility between the "Dismantle Ancient Junk" mod and "VVE - Deconstructable Vehicles Junk" cannot be guaranteed.
Sithgrim 10. aug. kl. 21:40 
Does anyone know if this works with VVE - Deconstructable Vehicles Junk (https://steamcommunity.com/sharedfiles/filedetails/?id=3108171008&searchtext=exostrider)? Or if correct load order is enough to solve compatibility if not?
kagora2 8. aug. kl. 11:02 
the pawn is a Sanguophage, but this also happens with a Impid or normal human
i started a new game
will have a look if it happens there too
Proxyer  [ophavsmand] 8. aug. kl. 9:08 
The only thing that bothers me is that the error log "Verse.Pawn,string,System.Exception,Verse.AI.JobDriver", which makes it seem like a non-human pawn is doing the work.
Proxyer  [ophavsmand] 8. aug. kl. 9:04 
I also checked the muffalo corpse and there were no problems. Try starting a new game with the mod list intact and see if the same problem occurs. If the error doesn't occur, it may be due to your save data.
Proxyer  [ophavsmand] 8. aug. kl. 9:00 
@kagora2
In error log, "Thing_Corpse_Mech_Militor166514", so something may be wrong with the save data. For now, I'll check out the muffalo's corpse.
kagora2 8. aug. kl. 8:44 
thx for your test, but i didnt try to smash a mechanoid.
i tried to butcher an animal at the butcher table.
it was a muffalo
Proxyer  [ophavsmand] 8. aug. kl. 8:42 
Tested with a minimum configuration (30 mods).

Workbench used: crafting spot
Corpse used: Militor x2
Bill used: smash mechanoid

Test result: No errors

The materials for the Militor are set in Recipes_MechGestator_Light.xml in the RecipeDefs folder of the Biotech DLC under Name="LightMechanoidRecipe" on line 14. They are 50 steel, and are not affected by the patch included in the mod.

This is likely a compatibility issue with another mod.
This mod is patch-only, so changes are made at game start. If there are any mods in the game that modify bills using dlls, etc., they will be overwritten. If that dll does not contain a null check such as "if (products == null || products.Count == 0)," a NullReferenceException will be returned and an error will occur.

It is unclear from the error message you submitted which mod in your mod list is causing the conflict. Sorry I couldn't find a solution.