RimWorld

RimWorld

El's Archeology
124 Comments
Enrico May 14 @ 6:04pm 
can remove mod midgame?
MercuryDoll May 13 @ 12:03pm 
The display cases are neat but i dont see a reason why they shouldnt be able to hold things other than just archeology finds. MO loot and Ideo relics would be great on these too, like a cheaper reliquary.
Neko Boi Nick May 8 @ 11:46am 
oh sorry am blind, thanks
El  [author] May 8 @ 11:45am 
@Nick Yep that was raised below, I'm initially perplexed what's gone wrong but I am investigating! Fix in the probable not too distant future
Neko Boi Nick May 8 @ 7:58am 
@El are you aware of a bug where an item drops usually in a multiple quantity where it's called "grey" and has no texture and is not interactable after doing a archology project?
El  [author] May 6 @ 7:41am 
@hekmo Thanks for the headsup about duplicates and the stacking bug, I'll fix those and hopefully that'll resolve the issue.

@shrimpy_nazeem Just had a test and yes I'm getting that too. Will investigate what's going on
shrimpy_nazeem May 5 @ 5:08pm 
So I keep getting an item called gray that's showing up as a pink square with an X that I can't interact with.
hekmo Apr 13 @ 7:01pm 
I've also had issues with persona handaxes after the update. Just today I suddenly started getting an error where enemies wouldn't go down from pain shock or die, with an error:

Error while killing Wolf_Timber2899802 during phase 2: System.ArgumentNullException: Value cannot be null.

https://gist.github.com/HugsLibRecordKeeper/f261d66215134b8090d30c8994bfd3b5

I've had 1 persona handaxe for a long time The error started either when 2 new ones showed up and I bonded them, or when I destroyed my old one and edited the save file directly. I would write it off as something I did wrong there, but there's a couple odd things going on between 2 old saves on March 5 and March 14th:

- Duplicate XML info for the handaxes which also appears in-game in the info cards: biocoded, biocodedPawnLabel, codedPawn, lastKillTick, traits, name.
- Handaxes can stack and show their stack size instead of quality
Kwaan Mar 24 @ 7:34am 
I found that after the update, a module seems to have an error. When my colonists place stone blocks on the workbench, the blocks automatically disappear, and the colonists stand still without moving. After checking the error log, I found that there is a conflict with the "Craft With Color" mod. Here is the URL to my error log. (I used AI to help me translate because English is not my native language.)

https://gist.github.com/HugsLibRecordKeeper/b374c544babd0195848d784648e2d8fa
El  [author] Mar 7 @ 9:23am 
Update published! Expect fewer bugs and more content, including:

- A work-in-progress item, so archeological work isn't lost if interupted.
- Increased work time to do archeological investigations, slightly higher success rate to compensate
- Ancient persona bows & spears that require restoration
- A few crowns, which likewise require restoration but offer more favourable tradeoffs than similar rings. Only 5 rn, but I will throw in a few more once I get some more ideas.
- Scrimshaw! Inspired by The Lighthouse
- Bufg fixes around museum visits and gifts.

Let me know if these balance changes don't suit you. Another update coming soon addressing MakeThing errors and adding more stuff.

Finally, thankyou to the following from the Rimworld Mod Market:
- Eragon (erag0n001 on discord) for coding
- Immortalus (_immortalus on discord) for art for the archeology-in-progress item
- Times New Roman (timesnewroman910 on discord) for the crown and bow artworks.
[JdG] Pejman Feb 3 @ 10:23am 
To be more precise the errors look like

"MakeThing error: EL_HandaxeUltra is madeFromStuff but stuff=null. Assigning default."
[JdG] Pejman Feb 2 @ 9:47am 
every time a pawn finds a stuffable item it throws an error because the stuff is null
Three Jan 25 @ 5:36am 
Oho! I seem to have discovered this mod just before its sizable update. Wonderful! I'm looking forward to it.
Thanks sincerely for your work!
lydocia Jan 13 @ 6:43am 
How do I train archeology if I need level 5 to start investigation?
ChrisB Jan 1 @ 6:58pm 
Humanity restored. Weeeeey! Welcome back
El  [author] Jan 1 @ 12:36pm 
Not abandoned at all, faithless commentor! Merely severely neglected, as is the case with all my projects.

Update coming in January will fix some bugs (like handaxe recipe, mayrequire, others mentioned below), plus introduce a few new items like crowns and damaged bows, some Anomaly tie-ins, and (hopefully) a "in progress" version of the stone chunk so that archeology can be interrupted without losing all progress. This will mean I can make the archeology task take longer, which is more realistic, without being too frustrating if pawns get distracted by a bumblebee/catatonic breakdown/golden cube.

Thanks all for the comments and pointing out the bugs. Though I do not respond to all, please trust that I read them all and they all stress me out.
Sl0thESP Dec 16, 2024 @ 4:14pm 
Abandoned mod I guess
Sl0thESP Dec 16, 2024 @ 4:09pm 
There's a BIG bug right now. Making Persona Handaxe on the smithy just throws away the materials and doesn't create anything at all
Chunnyluny Dec 14, 2024 @ 4:13am 
I made a discussion thread in april, because there is a character limit of 1000 characters in the comments section. I was wondering if it is already fixed the MayRequire tag ??
Accelexin Aug 29, 2024 @ 9:03pm 
hi, just found a tiny bug, you may wanna change the mayrequire attribute of poluxseed to biotech, it's on the line 72 of file RecipeDefs.xml, since poluxseed is a biotech thing.
Crispy Jul 31, 2024 @ 10:37am 
"Make Persona Handaxe" Bill at Fueled Smithy is just eating stone blocks and gemstones and not producing persona handaxes. Had to delete trade request quest for X56 persona handaxes. My lost tribe is still neolithic, if that matters. My modlist is the Sophie collection (updated to anomaly) + Random Start Mod.
kyrambox Jul 10, 2024 @ 7:16am 
Deggial, you can change in RecipeDefs.xml string <workAmount>5500</workAmount> to, i.e., 11000 and work will take two times longer. Also you can change the chance of success in string <randomProductChance>0.35</randomProductChance> i.e. to 0.01 (so only 1% of chunks will be succesful). All we need is more challenge :)))
Deggial Jul 2, 2024 @ 9:16am 
Hi El, I just discovered your mod and I'm eager to try it out.
It looks pretty fun! :)

One thing I noticed right away though: The work speed seems way too high. Isn't archaeology supposed to be a careful process where the archaeologist removes layer after layer so as not to destroy a potential find?

Granted, my pawn's Intellect is over 20.
But he is shredding this rock like there is no tomorrow.

So I have a request:
Could you please expose the work speed in the mod options? (Are there any at all?)
I think many users of your mod don't mind the fast chisseling.
But I would like to reduce it by at least factor 2.

Alternatively, I would change the corresponding value in the xml file myself.
I am not a modder, but I believe the appropriate file is "StatDefs" and the correct line is " <defaultBaseValue>1</defaultBaseValue>".
Is this correct?

Admittedly, I would prefer you to expose the value in the mod options, as I would have to check the file every time you update your mod.
cancerouscrab2006 Jun 1, 2024 @ 12:03am 
i get this random error pop up after finding an archaelogy piece....MakeThing error: EL_ChippedLongSword is madeFromStuff but stuff=null. Assigning default.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ThingMaker:MakeThing (Verse.ThingDef,Verse.ThingDef)
ElsArchaeology.GenRecipeMakeRecipeProducts_Postfix:Postfix (System.Collections.Generic.IEnumerable`1<Verse.Thing>&,Verse.RecipeDef,Verse.Pawn,Verse.Thing)
Unlucky Colonist Apr 25, 2024 @ 7:01am 
persona tantō texture is horizontally reverse.

This is how it is.
https://imgur.com/a/qi7b6oJ

RimWorld 1.4 now.
El  [author] Apr 23, 2024 @ 11:57am 
@Ben Hmm that's weird, it does appear as an operation on my end. Do other prosthetic operations appear?

@WabbaCat Hope you enjoy!

@deadmanreaper13 Yeah that makes sense, I'll add a small exp gain (I don't want it to snowball too much).
Ben Apr 23, 2024 @ 11:49am 
Well, it's there and I built it. However, now it doesn't show up as an operation option. I checked with all 6 of my colonists
deadmanreaper13 Apr 23, 2024 @ 2:07am 
small request- could archeology have intellectual exp gain added to it? doesn't have to be alot, but was odd noticing my archeologist wasn't gaining levels in it.
Ben Apr 23, 2024 @ 12:52am 
I'll check out the hand later and let you know. Thank you for updating.
WabbaCat Apr 22, 2024 @ 2:45pm 
Thank you!
I have yet to make my first bench to actually try the mod despite having it since I began this playthrough... but thank you all the same!
My colonists are still working out the basics to spare any time atm >.>
Lazy I tell ya.
El  [author] Apr 22, 2024 @ 2:00pm 
Mini-update
- Weird 1.5 bugs, e.g. when visitors arrive wearing rings, should be fixed. Please comment if you have any further issues though. Thanks to Nimrag for checking & rebuilding the assemblies!
- Added the microdrill hand thing to the machining table, can't believe I never spotted that this didn't have a recipeUser. Also: does it need a buff or is it good as is?

There may still be a couple 1.5/royalty DLC bugs, plan to fix them soon.
Ben Apr 22, 2024 @ 11:11am 
where do I find the artificial hand from this mod so I can actually build one for my smartest pawn?
Jordan Apr 19, 2024 @ 3:22pm 
+1 to the visitors turning up with the rings causing significant slowdown will have to temporary remove it from my collection
Ares Apr 17, 2024 @ 10:16pm 
noticed that visitors are not arriving, tried to spawn an incident to create visitor event and it hit me with this error


Exception filling window for LudeonTK.Dialog_Debug: System.MissingMethodException: Verse.TaggedString Verse.TaggedString.get_Empty()
[Ref C0A756DA]
at Museum.IncidentWorker_MuseumVisitors.TryExecuteWorker (RimWorld.IncidentParms parms) [0x000bd] in <c3da6a541a0f48f38b2eeb5e5ccbbd1d>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x0007c] in <f40318a15dd2424e8ab139f74270c36f>:0
- PREFIX OskarPotocki.VanillaStorytellersExpanded: Boolean VanillaStorytellersExpanded.Patch_TryExecute:Prefix(IncidentWorker __instance, IncidentParms parms)
marshmellowtree28 Apr 17, 2024 @ 6:56pm 
Nevermind I was getting real errors and I was unable to force a pawn to build any thing, the text box wouldn't appear. I disabled the mod and then I could again. cool mod but will wait a bit.
marshmellowtree28 Apr 17, 2024 @ 4:49pm 
I have some errors when I start this up they seem related to the museum mod. I use Mod Error Checker the mod and was getting three boxes of red texts, it is more sensitive than the regular Log and when I disable it I get no more red text for this, besides the scary red text it seems to work fine.
El  [author] Apr 16, 2024 @ 9:46pm 
That's funky. Will report back.
Tippy Apr 16, 2024 @ 7:07pm 
I get the same error and slowdown if traders arrive wearing the rings from this mod. Dev mode delete just those ring-wearing pawns and it goes back to normal.
Johnny Silverman Apr 16, 2024 @ 5:24pm 
Thank you
Some more points:
The "Visual Exceptions" points to your mod only
This seems to happen when a trader is visiting the colony
El  [author] Apr 16, 2024 @ 5:12pm 
Will investigate these bugs this weekend!
Johnny Silverman Apr 16, 2024 @ 11:57am 
Good mod, gives some value to all those pesky chunks, but I'm getting this spamming in the console non-stop

Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BEB0D8AB]
at ApparelOffsets.CompHediffOnEquip.ApplyHediffs (Verse.Pawn pawn) [0x00060] in <f211911aaca74e2c9dddd8c89cf55320>:0
at ApparelOffsets.CompHediffOnEquip.CompTick () [0x0000c] in <f211911aaca74e2c9dddd8c89cf55320>:0
at Verse.ThingWithComps.Tick () [0x00024] in <f40318a15dd2424e8ab139f74270c36f>:0
at Verse.ThingOwner.ThingOwnerTick (System.Boolean removeIfDestroyed) [0x00021] in <f40318a15dd2424e8ab139f74270c36f>:0
at RimWorld.Pawn_ApparelTracker.ApparelTrackerTick () [0x00000] in <f40318a15dd2424e8ab139f74270c36f>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.TickList.Tick_Patch2(Verse.TickList)
Ben Apr 15, 2024 @ 7:36am 
I cannot find the artificial arm from the advanced research in neither fabrication nor machining workspace. Where do I build it?
Chunnyluny Apr 14, 2024 @ 1:22pm 
I have an error, but steam doesnt let me put more than 1000 character in it, so I will try to post it in the discussions thread!!
El  [author] Apr 5, 2024 @ 4:13am 
@Clockwokis: Yep!

@ivanmrzv91 Yep, save game compatible. I'll add a note in the description too.
ivanmrzv91 Apr 5, 2024 @ 2:54am 
Can the mod be added to an existing save, or should be a new game started?
Clockwokis Apr 2, 2024 @ 4:05pm 
So this mod can let you display archeological finds and people will visit to donate?
El  [author] Apr 1, 2024 @ 2:33am 
Updated to 1.5!
El  [author] Apr 1, 2024 @ 12:56am 
Update to 1.5 on the way!

@RealLifeHobgoblin Agreed! Everyone should check out NighmareCorporation's Museums mod! It's fully compatible with Archeology, and NightmareCorporation has been helping me fix bugs and update to 1.5 : - )

@Vagineer1 Yep!

@Maciek xD Ahh I misunderstood, that's a reasonable suggestion. I'll look into it!
RealLifeHobgoblin Mar 29, 2024 @ 2:18pm 
NighmareCorporation has released a Museums mod for 1.4 and 1.5 that deeply ties in El's Archeology and other mods! https://steamcommunity.com/sharedfiles/filedetails/?id=3204176859
It definitely deserves a mention in the mod description!
Vagineer1 Mar 29, 2024 @ 8:59am 
In the description it says "or build a museum to house them and welcome a flood of tourists and donations!"

By this can I take it literally, that making a museum for these artifacts will cause tourists to show up and donate?