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but yeah noticed the same thing with the archotech healing enhancer going poof. also tried devmode adding it like benjamin here but it just poofs the second it ticks with the same error as below.
Hmm, thanks for the information! I have so many errors in the console while playing with RocketMan that I didn't even notice. It's likely that some native methods in RimWorld have changed with 1.5, regardless of whether there are anomaly DLC or not. I'll definitely take a look at this.
if I use just this mod, installing the healer causes the implant to vanish, and there is a "Exception ticking hediff (SMPArchotechHealingEnhancer torso ticksSinceCreation=1) for pawn Coyote. Removing hediff... Exception: System.MissingMethodException: bool Verse.HediffSet.HasNonPermanentInjury()" (Coyote was the name of the test subject).
Note: I do have all the DLC active.
Note: if you add the healing implant via dev while the game is paused, you can see it, it is only when it ticks that it is removed.
Could not resolve cross-reference: No Verse.ThingDef named SMPArhoBrainChip found to give to Verse.ThingDefCountClass (1x null)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
Regarding version 1.4 - if nothing radically changes in the base of the prosthetics system, version 1.3 will work well. (if so, I will make an update so that the message about the outdated version of the mod is not displayed)
However, all updates will be made after the official release and stable versions DLC with fixes. Like v. 1.43
By duplication, I meant that there will be two implants in parallel from my mod and from another, with the same names (if another author called them the same), but different properties.
I'm glad you like my mod
I think I fixed the problem with installing two implants on the skin. Let me know if the problem remains. (You may have to turn mod off and on for the changes to have an effect)
About brain implants - that's how it was conceived, I could make a "replacement" of the brain, but then all the other implants will be incompatible, which may not appeal to everyone.
Also the Archotech chip appears to have similar boosts to some of the Auxiliary AI chips from EPOE - Forked, and can be installed alongside them for stacking boosts.
If intended that's fine but figured id mention them.
It was confirmed that the implant did not fall off even if the gland was attached or detached.
Thank you for increasing the explanation of the pain.
Above all, thank you for your prompt response.
I have created 10 whole body prostheses, but there seems to be no bugs so far.
I will contact you again if I find it.
I have updated and fixed the error of other implants falling out, the same applies to the architect chip, take a look. If there are any more bugs, I will be glad to find them.
If you were in the game at the time of the update, you need to restart it so that it downloads the updates.
No, all the prostheses had to stay in their places, something must be bugging again, I'll see what I can do one of these days.
For some reason unknown to me, the same problem was with the chip.
Thank you for your reply.
I was worried about the feeling of -10, so I understood the reason well.
Is it the same reason that all prostheses come off during gland surgery?
ps. I thought the painkillers wouldn't work and I would continue to get injured.
Masochists are overjoyed, but ...
Because of the glands, the skin becomes heavy and creates a serious load on the body, of course, it recovers, but it does not cancel the pain from constantly wearing what spoils the body.
p.s If it seems too much debuff, I could reduce it to 10%
Let me ask you one question.
[Archotech gland] Pain is + 20%. Why does it hurt?
(Thanks for Google Translate)
This is a bug on the vanilla side, fixed the hunger multiplier by 3% (2% is already causing an error, at least for now), now the caravan does not bug. This is still enough to maintain the pawn's hunger level for a VERY long time. I also corrected the description of the stomach for more immersion.
A nuclear stomach is a nuclear stomach, not a typo. I will try to leave a link to the rimworld wiki page, but if it is deleted by steam for some reason, google it.
https://rimworldwiki.com/wiki/Nuclear_stomach
Of course you can link anything you want to a hediff. Why wouldn't you be able to? And I didn't mean to set max saturation to 20%. I meant to make it so they can never go below 20%. Sorry that I didn't use the best word for what I meant.
Look, the stomach works this way: there is a certain hunger parameter, by default it is 100%, it just reduces it to 0. Let's say I make it 20% (which is only 5% better than a nuclear stomach) I have not heard of the existence of any cap of saturation of any need inside the vanilla game, but even if it were, a cap of 20% would only worsen the situation. Because initially it is equal to 100%. If you suggest doing this because of the mood debuff, then i can try to do the debuff itself like "i have archo-stomach, shit", but I do not know if it is possible to link the debuff to a specific part of the hediff.
I've also been thinking about the mechanics of the archotech stomach for a long time, but the main reason for it is that it should be better than just a nuclear stomach. And this is not so easy to do in terms of balance.
I figured that completely disabling hunger would be very useful in caravans, even more than just on the map.
As for doubling the saturation from food, in the game, I do not remember about the nutrient food, but it seems to me that from a simple dish, the pawn immediately gets 100% hunger satisfaction.
In the description of the archotech stomach, it is indicated that it works on the energy of vanometric generator, which allows you to take energy from nowhere to replenish the lost cells of the body.
Also, could it sort of "spread out" the bonus food? Say a pawn eats a meal worth 1 nutrition, they immediately get 1 nutrition from it but then for the next 10 hours they get 0.1 nutrition every hour? Or maybe just a slower hunger rate for X hours after eating could have the same effect, I don't know.
Either way the standard human digestive tract is not very efficient. You'd think an archotech stomach would suck every molecule of nutrient out of whatever you eat, but even so it can't create food from nothing.