RimWorld

RimWorld

[SMP] Simple Archotech Implants
31 Comments
Zbrigaider Oct 5, 2024 @ 9:30am 
ah i came here for that too. its worth noting that I dont have any DLC for rimworld besides royalty. I do hate that a lot of mods are now basically gated behind DLC requirements. rimworld goes from being like 20 dollars to 100 plus if thats the case.

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.
accrrsd  [author] Sep 9, 2024 @ 1:45pm 
@Benjamin Proverb Test

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.
Benjamin Proverb Test Sep 8, 2024 @ 12:41pm 
regarding the 1.5 update, I think you will need to recompile the dll for the new version of the game. When I have rocketman installed, it notes an error. "System.MissingMethodException: bool Verse.HediffSet.HasNonPermanentInjury()" and "patching HediffComp_SMPArchoHealer:Void CompPostTick(Single ByRef) Failed!"

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.
accrrsd  [author] Apr 16, 2024 @ 5:15am 
@Sarcomata - you can try it, i think all should be OK, but im unsure, i haven't get new dlc yet.
Sarcomata Apr 14, 2024 @ 12:30am 
Any chance to update to 1.5?
Delta7777777 Mar 1, 2024 @ 2:14pm 
I encountered this error, but at least i t looks easy to fix:

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)
Nameless Oct 8, 2022 @ 2:23pm 
Thank you so much! These are amazing news for the community!
accrrsd  [author] Oct 7, 2022 @ 8:21am 
Hi @Nameless , damn, there's so much new in the DLC, when it comes out, it will take some time before I see what can be added from there to my mod, so yes, sooner or later, if I find something suitable in style, it will be added.

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 :zomthumbup:
Nameless Oct 7, 2022 @ 6:53am 
Hi @accrrsd, many thanks to you for such an amazing mod! Do you have any plans updating for 1.4 and the new DLC?
Nameless Aug 26, 2022 @ 9:42am 
Thank you for your kind and immediate reply @accrrsd, this helps a lot! The efforts you invest into the development of your mod are truly appreciated not only by me, but also by hundreds and thousands of people in the community :)
accrrsd  [author] Aug 24, 2022 @ 11:29pm 
Hello @Nameless

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 :heartp: , although looking at it now, I see flaws in the balance, when I play Rimworld again, I'll try to make it better.
Nameless Aug 24, 2022 @ 6:40am 
Hello @accrrsd! Thank you for your work :) I love archotech mods. In the description you say: "If you have another mod that adds / modifies Archotech implants, they will be duplicated." Does it mean that archotech implants from other mods will be replaced by a copy of implant from your mod? Or will both implant from your mod and implant from another mod will exist in the game in parallel and just will have the same name but their own unique properties (so both versions are there under the same name)? Thanks!
accrrsd  [author] Jun 4, 2022 @ 5:47pm 
@MightEMatt

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.
MightEMatt Jun 1, 2022 @ 2:43pm 
Currently the Archotech gland can be installed with a Stoneskin gland already installed, gaining the effects of both.

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.
paseri Apr 10, 2022 @ 3:15am 
@accrrsd
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.
accrrsd  [author] Apr 10, 2022 @ 12:27am 
@paseri

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.
accrrsd  [author] Apr 9, 2022 @ 2:54pm 
@paseri

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.
paseri Apr 9, 2022 @ 5:59am 
@accrrsd

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 ...
accrrsd  [author] Apr 9, 2022 @ 4:58am 
@paseri

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%
paseri Apr 9, 2022 @ 1:51am 
I'm glad to see you.

Let me ask you one question.
[Archotech gland] Pain is + 20%. Why does it hurt?

(Thanks for Google Translate)
accrrsd  [author] Apr 26, 2021 @ 7:45pm 
@Master Wizard Wither
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. :zomthumbup:
Master Wizard Wither Apr 26, 2021 @ 1:21pm 
Hey, if you ever do change the stomach, could you perhaps make a hidden devmode hediff with the effects of the current stomach? I found out recently that it creates some sort of error with caravan calculations which seems to prevent the game from making them entirely so long as you don't have your travel supplies set to automatic. Which inadvertently means that you can have this one pawn who you select first whenever making a caravan to create it without all the associated lag.
accrrsd  [author] Apr 24, 2021 @ 7:11am 
@dcrookston

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
dcrookston Apr 24, 2021 @ 3:48am 
20% is not 5% better than a normal stomach. It's 80% better. (I'm assuming "nuclear" is a typo because the thought of making a nuclear powered stomach is so stupid I'm sure nobody would do it.)

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.
accrrsd  [author] Apr 23, 2021 @ 3:28pm 
@dcrookston

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.
dcrookston Apr 23, 2021 @ 3:09pm 
Apparently there's a "hunger rate" stat that changes how quickly a pawn gets hungry. 100% is normal. You could have the archotech stomach set the hunger rate to 20% so they hardly ever have to eat, and cap (or whatever the "lowest possible" version of cap is) their food level at 20% ("hungry" for the standard pawn) so that even if they have no food available the worst that happens is they get a slight mood debuff.
accrrsd  [author] Apr 23, 2021 @ 6:33am 
Anyway suggestions are welcome. However, try to avoid complex programming, such as all sorts of new hunger mechanics, etc. The basis of the SMP collection is the ease of installation / removal right in the middle of the game and the immutability of vanilla mechanics.
accrrsd  [author] Apr 23, 2021 @ 6:32am 
@dcrookston

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.
dcrookston Apr 22, 2021 @ 5:53pm 
I'd like to make a small suggestion -- the archotech stomach meaning you never have to eat again seems a bit over the top. Is it possible instead to make it provide more nutrition than what a pawn would normally get from food? So if they eat a 1 nutrition meal (just taking random numbers) they get 2 nutrition from it?

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.
Soul's Winter Apr 20, 2021 @ 7:04am 
Oooh, ty kindly for this addition! Will give it a spin!
accrrsd  [author] Apr 19, 2021 @ 6:21pm 
Welcome! =)