RimWorld

RimWorld

Nanotech Overpower Patches
139 Comments
yahaha 1 hour ago 
Alrighty, thanks!
Coldzero  [author] 3 hours ago 
It does, yes. The main mod uses Nanoaura as an item to equip while I made it a heddif that's applied via an implant or serum

I'll add it to the description
yahaha 16 hours ago 
Hey, does this patch fixes the Nanoaura bug that spawns for raiders? Or is it considered a 'feature' by the main mod? Had to ask because I didn't find anything related to it in the Change Notes (thank you for even using the Change Notes at all tho)
Coldzero  [author] May 24 @ 8:05am 
I'll look into it
Dave May 24 @ 6:48am 
can you add support for the Grimorld 40k mods please?
Coldzero  [author] Mar 24 @ 1:42pm 
@roc
I'll look into it tomorrow. If you can, give me a list of the mods you're using.
roc Mar 24 @ 7:22am 
my bug log, i do not understand,could you help me?
PLZ


[Nanotech Overpower Patches] Patch operation Verse.PatchOperationRemove(/Defs/ThingDef[defName="Nanoaura"]) failed
file: X:\SteamLibrary\steamapps\workshop\content\294100\2886024058\Patches\Aura.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.PatchOperation:Complete (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ClearCachedPatches_Patch3 ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal
Ros[É] Mar 23 @ 10:05am 
Thanks! I'll take a look!
Coldzero  [author] Mar 23 @ 4:52am 
@Ros[É]
Support added. Let me know if I missed anything.
Coldzero  [author] Mar 21 @ 3:22pm 
Yeah, I can look into it tomorrow when I pry myself from my cryosleep :D... technically it's today but who's counting
Ros[É] Mar 21 @ 11:54am 
Can you add a patch for the new Army Of Fetid Corpses 1.5 mod?
AtlasTheReaper Feb 15 @ 1:37pm 
@Coldzero I get it, just throwing ideas out into the void, plus someone might find it and as I said, make a submod for it.
Coldzero  [author] Feb 15 @ 11:23am 
Yeah no, genes are another kind of evil I don't want to touch. I love the system, made some pretty cool xenos with the 238947623 genes that are on the workshop, not going to add to it
Sumatris Feb 15 @ 5:08am 
Ah, I see. Looks interesting, sure, but also far bigger in scope than what this mod is currently doing. In the end it's up to Coldzero to decide what they're willing and able to do, so I'll bow out at this point and leave the matter to them ^^.
AtlasTheReaper Feb 14 @ 3:53pm 
@Sumatris it's a buildable station akin to the one that reverses aging in base game (forgot the name) that implants the genes into the pawn. As seen in linked mod. Which locks the technology behind the genes. As seen in second linked mod with the Forsaken Xenotype. It's basically all stuff that's been done, but allows something like this mod to be more or less balanced with some opportunities for future lore.

https://steamcommunity.com/sharedfiles/filedetails/?id=3025485862

https://steamcommunity.com/sharedfiles/filedetails/?id=2891845502
Sumatris Feb 13 @ 8:51pm 
@Atlas: Wouldn't it be easier to just add a bunch of free, OP genes that do all that, which I'm pretty sure already exist somewhere? ^^ I mean, I like the idea itself, and I'm a big fan of gene modding, but your suggestions kinda sounds like you're about to reinvent the wheel, unless I'm missing something crucial.
AtlasTheReaper Feb 13 @ 4:12pm 
@Sumatris hear me out for an idea considering all of that, why not have something akin to the gene augmenter from the Warhammer 40k genetics mod? Something like a submod that basically either gives a "Nano Boosted" effect to all organs and body systems, or some kinda genetics that are "Nano Boosted" making some kinda pseudo space marine kinda dealio, making it a bit more balanced by adding some time to develop said OP individual. Maybe even said Submod using the "Nano Boosted" genetics as a kinda key for this mod's content. Kinda like a genetic code used for the Bicoded stuff.
AtlasTheReaper Feb 13 @ 4:03pm 
@Coldzero you are the best.
Coldzero  [author] Feb 13 @ 7:05am 
@AtlasTheReaper
Support added

@Sumatris
Glad I could help :D
Sumatris Feb 13 @ 6:57am 
Well, I didn't expect Make Anything Craftable to actually work on other mods, but I just tried it and it worked perfectly :-). Consider my request fulfilled, and thanks again for your help ^^.
Coldzero  [author] Feb 13 @ 6:40am 
@AtlasTheReaper
Cool, I'll look into it

@Sumatris
I liked the aura since it was a jack of all trades kind of thing. Not sure if Lyn wanted it to be but I looked at it like "Oh, this is what I was making anyway so I'll add to it."
I'll look into dividing them up for those who'd prefer it though.
As for a menu to add items, that's beyond my skill sadly but you could use "make everything craftable" to add things to the forge instead
Sumatris Feb 13 @ 5:41am 
@Coldzero: Building on what AtlasTheReaper posted, I was also thinking that - if you want to add one really cool thing to the mod - a menu where we can add items to the nano forge ourselves would be the bomb. Maybe similar to how the "make everything craftable" mods out there go about it? I'm no modder, so no idea if that's even feasible, but it sure would be cool :-).

Another thing for your OP desires, especially the aura stuff: why not split it into specialized sub-serums, like one for psykers, one for combat, one for workers, one for social stuff, etc.? That might make it more appealing than the one-size-fits-all approach it's currently taking. Also, a 200% multiplier is usually more than enough to go OP. These over-the-top, 10,000% modifiers are just insane ^^.

@AtlasTheReaper: I'm not looking for something really difficult per se, but I'll check it out if I get a chance. Thanks for the tipp, anyway :-).
AtlasTheReaper Feb 12 @ 8:27pm 
@Sumatris try the Phoenix Empire, it's VOID, but more difficult and in my opinion more interesting in how it's story plays out.
AtlasTheReaper Feb 12 @ 8:26pm 
@Coldzero compatibility with this please? I wanna be able to build the funni laser cores for more pew pew.

https://steamcommunity.com/sharedfiles/filedetails/?id=3237481951
Sumatris Feb 12 @ 11:42am 
V.O.I.D. seems to be pretty intense stuff. Should probably give it a try myself some day ^^.
Coldzero  [author] Feb 12 @ 8:27am 
Interesting :?
I'll add a toned down version of the aura thing. I kinda get what you're saying since I tend to use the resource generation more than the aura unless I get tired of V.O.I.D terrorising my people.
Sumatris Feb 12 @ 7:11am 
To be frank, I don't use the aura/implant on my pawns because it's just too OP even for me. This whole mod is essentially just a well-done creative mode resource generator in my eyes. I honestly don't see a reason to add more stuff to the aura. If you want to rofl-stomp everything in sight, the Nanoblaster does this quite competently already ^^.

As for the hunger reduction, that's definitely helpful for ghouls, but I always fit them with an archotech power core from some other mod. It eliminates the need to eat entirely, turning them into perpetual motion murder machines that deal upwards of 100 damage per hit once fully kitted out ^^. Nothing like watching a single ghoul tear apart a herd of angry thrumbos and emerging from the pile of corpses with barely a scratch.
Coldzero  [author] Feb 12 @ 7:00am 
No problem, happy to help XD
I've been considering adding more to the Nanoaura.. I've just been busy and lazy Q_Q
Considering I have a mod or something extending the range of my weapons by 100%.. I don't know what mod is doing it and adding cooldown reduction and decreased aiming time might end up pulverising everything in a 100 cell radius.
I'll look into melee buffs so long so it's a bit better. The aura also reduces food fall rate to around 40%, so the little death machines don't get hungry as often
Sumatris Feb 12 @ 6:43am 
@Coldzero: Huh. Thanks for that hint. I had never even noticed this gizmo in over 2,000 hours of playing the game (I always right-click serums). You learn something new every day ^^. Like that the nano aura doesn't actually benefit ghouls all that much. It's basically just move speed and armor, which I got covered already. Anyway, thanks a bunch for helping me out, and have a great one! :-)
Coldzero  [author] Feb 11 @ 10:06am 
@Sumatris
I checked into it and you can make the the ghoul use the nanoaura serum by selecting the serum, clicking the gizmo to then direct a colonist to use it and the ghoul will go inject it
Coldzero  [author] Feb 10 @ 10:43am 
Sure, I'll look into it when I have some time
Sumatris Feb 10 @ 6:42am 
Posted this in the main mod already, but why not double my chances? Would you consider making the nano aura/implant compatible with Anomaly ghouls? I want to turn them into the OP murder machines they're supposed to be ^^. Much obliged.
Coldzero  [author] Jan 13 @ 8:16am 
@Ros[É]
Thank you

@BajaBlastMeBabe
Thank you

@jtseyman
Done. Don't ask me to do that again. I will find you, and I will torture you :D (Obviously I won't, just in case you get worried.)
Let me know if there are bugs. I did some quick testing and things seem to be working.
Coldzero  [author] Jan 13 @ 6:21am 
I'll look into that.
I did check... sometime. I cant remember now but I was trying to look into methods of patching Life Lessons and it melted my brain.
jtseyman Jan 12 @ 10:41pm 
Since you can't make a direct patch for life lessons, can you instead make it so that the proficiency trainers in the mod can be produced by the nanofabricator instead? It would make the Life Lessons mod MUCH less frustrating.
BajaBlastMeBabe Jan 11 @ 5:15pm 
I appreciate you dawg, and yes i do read the change notes.
jtseyman Jan 8 @ 7:44pm 
Yeah, tell me about it... Life Lessons really IS frustrating. Maybe you could have asked Life Lesson's author to help you out with the patching?
Ros[É] Jan 8 @ 11:01am 
You're Awesome!
Coldzero  [author] Jan 8 @ 7:29am 
@jtseyman it looks like only those with passions are affected by learning rates. During testing, those with a passion in crafting would instantly fill carving while those without it would only learn at 35%.
This might be done via C# which I have no experience with therefore I can't make a patch for Life Lessons. Also, Life Lessons is frustrating.
Coldzero  [author] Jan 8 @ 6:40am 
Added support for Kraltech Industries Rebalanced. I'll look into Life Lessons next.
Coldzero  [author] Jan 7 @ 5:22am 
When I have time. Doesn't seem like I'll have the time today but tomorrow I should be free to work on patches.
Ros[É] Jan 6 @ 7:45pm 
Patch for dms works well and all items are accounted for! Could you also add the resources from Kraltech Rebalanced?
jtseyman Jan 6 @ 2:35pm 
When you do make the patch for Life Lessons, could you add a multiplier to the nanotech implants so that they vastly increase the rate proficients are learned/pioneered?
Coldzero  [author] Jan 6 @ 2:02am 
I'll look into it when I have time. Might only be tomorrow or so
jtseyman Jan 5 @ 11:05pm 
Could you make a patch for Life Lessons and its add on mods?
Ros[É] Dec 8, 2024 @ 5:16pm 
Awesome! I'll take a look!
Coldzero  [author] Dec 8, 2024 @ 1:49pm 
Added support for Dead Man's Switch. Let me know if I missed anything
Coldzero  [author] Dec 5, 2024 @ 7:20am 
No but I'll look into it
Ros[É] Dec 4, 2024 @ 8:36pm 
Does this have a patch of Dead Man's Switch? If not could you add one?
Sevethat Oct 22, 2024 @ 10:17am 
Thanks!