RimWorld

RimWorld

Vanometric Cell Combining
57 Comments
Spirehawk Jul 29 @ 7:13am 
so far does indeed seem to be functioning fine, very sweet!
il let ya know if i find something not working properly
esev  [author] Jul 16 @ 6:55pm 
@Spirehawk this is just an xml mod itll still work. ill also update for 1.6 at some point
Spirehawk Jul 16 @ 5:58am 
its a damn shame this one never got updated, dunno if it still works anymore but it was so great
blackrave Nov 28, 2024 @ 9:57am 
If you ever decide to rework this mod for 1.5, my idea was generally following your resource requirments, except with minified cells instead of cores.
So 1 unstable into 1 small (basically stabilizing small cell)
2 small into 1 medium
(plus alternative recipe of 3 unstable into 1 medium for vanilla only)
2 medium into 1 large
and 10 or 11 large into 1 reactor (exact balance is 10.5, so either works)

And of course that would make vanometric cores unnecessary.
blackrave Nov 28, 2024 @ 9:57am 
Welp, it seems I hit the same wall as previously with Make Anything Buildable (mod that allows to add/edit construction recipes)
When I set building as ingredient, game thinks I want building, not minified building
Minified buildings aren't recognized as valid, only installed buildings.
But when installed, pawns uninstall said building, carry to blueprint and drop it next to it, instead of putting it "in"
It seems game is very confused when you try make buildings from another buildings

Alternatively what must be used is minified versions, but I'm not exactly sure how set those as requirment.
I'll try messing around a bit more, but I doubt my knowledge will be enough to figure out minified use, and google gives out nothing useful.
blackrave Nov 28, 2024 @ 8:02am 
not planning to release it, just asking for personal use
esev  [author] Nov 28, 2024 @ 7:50am 
@blackrave let me know if you release it
esev  [author] Nov 28, 2024 @ 7:50am 
yea go ahead. i don’t know why i didn’t do that
blackrave Nov 27, 2024 @ 9:18pm 
I have a question- can I use your mod as basis for mine?
I had idea for different approach that doesn't use vanometric cores, but minified previous tiers instead (mostly born out of frustration when deconstruction doesn't give cores)
Only issue I can think of is using specific minified buildings as construction resource, but will have to give a try and see how game handles it.

Mostly asking because this mod is already halfway there and it can be repurposed with a bit of tinkering, instead of writting new mod from scratch.
esev  [author] Apr 28, 2024 @ 1:48pm 
@doom587 i havent played rimworld since the dlc came out, i will come back to this comment when i do end up playing
doom587 Apr 25, 2024 @ 11:50pm 
though just giving a thought, do you think there's anything from the anomaly modpack considering it's ancient archo stuff to maybe combine it into Vanometric Power Cores? considering Bioferrite can be used to generate power, do you think using a Shard and a bunch of Bioferrite could thematically make a Power Core?
doom587 Apr 25, 2024 @ 11:45pm 
ill try giving you a heads up on it, as im waiting for more mods to fix themselves currently and update, so i wouldn't be able to tell if it's your mod or another without re-arranging everything. if i notice something before you start playing the game again and look it over yourself ill give you a heads up.
esev  [author] Apr 23, 2024 @ 4:15pm 
@doom587 yea i dont have much time and am currently not playing the game. It is just an XML mod so theres a good chance it still work. But if it doesnt, you can let me know I will make note of it, to fix it when i get to it
doom587 Apr 22, 2024 @ 6:29pm 
figured id give a poke to ask about 1.5, if ever you get the time.
esev  [author] Dec 28, 2023 @ 1:59pm 
@lRey i put your solution #1 in and it appears to work. lack of vfe power doesnt throw any errors. thanks. Update pushed to workshop
lRey Oct 28, 2023 @ 11:59pm 
I forgot to add that there were some things to keep in mind when using LoadFolders.xml.

While IfModActive allows you to list multiple packageId and specify them as OR conditions, it does not (as far as I know) allow you to use an AND condition, i.e., "if all of them are installed" as a condition.

Also, if there are multiple files with the same relative path, the one in the last listed folder will be loaded. So, for example, if you have two ResearchProjectDefs, one that always loads and one that loads conditionally, change the name of the conditionally loaded one to something like "ResearchProjectDefs-ModName.xml", This should avoid conflicts.
(Conversely, you can "overwrite" the original file by keeping the conditionally loaded side in the same relative path.)
lRey Oct 28, 2023 @ 5:29am 
I may be a little too nosy, but the idea of this mod is great and I love using it.
I hope it helps your work a little. Thanks for making this mod.
lRey Oct 28, 2023 @ 5:19am 
And since VanometricTinkering is basically a research project that is always added, I don't think it is necessary to add it with Patch.
Adding the Defs using Patch may obfuscate the error, so we recommend the general method of placing the ResearchProjectDefs for VanometricTinkering in the folder where you always load it.
lRey Oct 28, 2023 @ 4:42am 
This way, you should have no problem just placing the ResearchProjectDefs for adding AdvancedVanometric's ResearchProject in that folder as is.
Because LoadFolders.xml will do the checking of the conditions for you, so you don't need to use Patch ...... which means you don't have to do it in the redundant way I presented it, lol.

Even if you have only one of VFE-Power or VFE-Mechanoids installed, this approach should work, since AdvancedVanometric is required for both.
lRey Oct 28, 2023 @ 4:41am 
sorry, I was just thinking about this again and I think the solution I offered was contrary to DRY. In other words, it is a bit too verbose.

So, I would like to suggest another way to use LoadFolders.xml.
With LoadFolders.xml, you can select the folders to load by checking if the specified mods have been added to that environment.

It is easy to use and you can find the basic usage by looking it up. So I will show you the syntax to check that either VFE-Power or VFE-Mechanoids is installed.
As far as I know, you can provide the condition "if either VFE-Power or VFE-Mechanoids is loaded" by using the following.

<li IfModActive="VanillaExpanded.VFEPower,OskarPotocki.VFE.Mechanoid">(FolderName)</li>
esev  [author] Oct 26, 2023 @ 10:01pm 
@lRey Thanks I will try to get around to doing this, definitely when i return to this game. I did it like that because i didnt know how to do it the right way
lRey Oct 24, 2023 @ 5:48am 
And this is not a compatibility bug, but it seems unnatural that VanometricBasics is not specified in the VanometricTinkering prerequisites (just my personal opinion).
So I would appreciate it if you could add VanometricBasics to the list of prerequisites for VanometricTinkering.
lRey Oct 24, 2023 @ 5:43am 
These changes worked well in my environment.
Also, there is a typo in the Advanced Vanometrics label (there is a space at the beginning of the line).
It would be helpful if you could correct this as well.
lRey Oct 24, 2023 @ 5:37am 
The #2 solution should work if you insert the following patch right after the patch process that adds defName:VanometricUltimate
(Here the premise is rewritten as VanometricTinkering)

<li Class="PatchOperationConditional">
<xpath>Defs/ResearchProjectDef[defName="VanometricAdvanced"]</xpath>
<nomatch Class="PatchOperationReplace">
<xpath>Defs/ResearchProjectDef[defName="VanometricUltimate"]/prerequisites</xpath>
<value>
<prerequisites>
<li>VanometricTinkering</li>
</prerequisites>
</value>
</nomatch>
</li>
lRey Oct 24, 2023 @ 5:28am 
The solution to #1 should work if you insert the following patch before one of the patch processes that add defName:VanometricUltimate

<li Class="PatchOperationConditional">
<xpath>Defs/ResearchProjectDef[defName="VanometricAdvanced"]</xpath>
<nomatch Class="PatchOperationAdd">
<xpath>Defs</xpath>
<value>
<ResearchProjectDef>
<defName>VanometricAdvanced</defName>
<label>Advanced Vanometrics</label>
<description>Repurpose 4 vanometric cores into a single unit.</description>
<baseCost>6000</baseCost>
<techLevel>Ultra</techLevel>
<prerequisites>
<li>VanometricTinkering</li>
</prerequisites>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
<requiredResearchFacilities>
<li>MultiAnalyzer</li>
</requiredResearchFacilities>
<researchViewX>21.00</researchViewX>
<researchViewY>4.85</researchViewY>
</ResearchProjectDef>
</value>
</nomatch>
</li>
lRey Oct 24, 2023 @ 5:16am 
The addition of the research project AdvancedVanometric is done by a patch that assumes VFE-Power.
However, this research project is set up as a prerequisite for Ultimate Vanometric Capability, which is added by a patch when VFE-Mechanoids is installed.
Therefore, an error will occur in environments where only VFE-Mechanoids is installed without VFE-Power.

There are two main solutions to this
1. Add a patch that conditionally adds AdvancedVanometric to the patch that assumes VFE-Mechanoids.
2. Rewriting the prerequisite for Ultimate Vanometric Capability to other research project in the patch that is applied when VFE-Power is not installed.

Personally, I think #1 is better.
esev  [author] Oct 13, 2023 @ 11:50am 
@DonZekane It uses their textures, doesnt actually need the mods contents
DonZekane Oct 13, 2023 @ 2:16am 
Why is this so dependant on other mods? Why not standalone?
Mr. J Soda Feb 6, 2023 @ 6:46am 
@ewan looks to still work, but without the 1.4 tag Rimpy and in game still complain about it.
esev  [author] Jan 3, 2023 @ 3:29pm 
@AbsynthMinded this is just a simple XML mod so no reason it shouldnt work. correct me if im wrong
AbsynthMinded Dec 20, 2022 @ 6:55am 
1.4 Please..?
AbsynthMinded Oct 22, 2022 @ 1:15pm 
1.4 please?
esev  [author] Mar 28, 2022 @ 10:12pm 
works on 1.3 just fine just ignore errors, I usually work on mods during the summer but that probably wont happen this summer. so we will see about an update
Xyvern Feb 21, 2022 @ 3:32pm 
for some reason the vanometric power cells dont show up
Avian Jan 23, 2022 @ 4:33am 
i am still using it without a problem on 1.3
Protocol Jan 21, 2022 @ 3:37am 
1.3 pls
esev  [author] Nov 18, 2021 @ 12:24pm 
@SovietUnion lmao. probably winter break, which is in a month
SovietUnion Nov 16, 2021 @ 2:46pm 
@ewan Isn't it time to start playing again? :)
GhosthammerRF Oct 4, 2021 @ 12:45pm 
We need upd 1.3, pls!):winter2019happyyul:
Avian Aug 24, 2021 @ 8:03am 
wrong load order thats how it is :) mb
esev  [author] Aug 23, 2021 @ 12:17pm 
Also i will update+fix the mod when i start playing again
esev  [author] Aug 23, 2021 @ 12:17pm 
@Avian how does it conflict.
Avian Aug 23, 2021 @ 3:15am 
minifiy everything mod conflicts with some of the item definitions,but it is not because of the v1.3
Avian Aug 23, 2021 @ 3:12am 
i will try to fiddle with it to see if it works fine on v1.3
Silent Service Aug 11, 2021 @ 5:20am 
1.3 mate
Timou Aug 2, 2021 @ 3:19am 
1.3 Please.
esev  [author] Mar 15, 2021 @ 3:20pm 
i remember having this issue a while back, i think i fixed it in game somehow but i dont remember, when i run into the issue again i will find a solution.
Khalltlag Mar 14, 2021 @ 8:27am 
in my game super computers link up only up to 3 for some reason
esev  [author] Jan 28, 2021 @ 5:40pm 
well the reactor exists because VFE mechanoids. Its the Vanilla expanded team's texture and idea. I just made it so you can build one yourself. Maybe it isnt the most lore friendly. But it is really convenient late game
esev  [author] Jan 27, 2021 @ 3:31pm 
mech clusters? they work fine for me just defeated one