RimWorld

RimWorld

More Archotech Garbage (Continued)
190 Comments
D9sinc Jul 2 @ 6:33pm 
I'm praying for you too Zal. Thank you.
D3K43 Jul 2 @ 2:26pm 
I'm praying for you, king 🙏
Zaljerem  [author] Jul 2 @ 1:52pm 
Working on an update to address all the VE compat ... keep me in your thoughts, lol.
D9sinc Jul 2 @ 1:51pm 
@gh0stashes that's probably due to what Zal said a few days ago. It's due to VE's team reworking a lot of recipes to the new processor framework they are using so since Zal has the archotech soup and soda using the old processor framework, it's going to cause issues trying to use this mod alongside Cooking and Brewing Expanded.

I hope things go well with the fix Zal and thank you so much for your work on this mod.
gh0stashes Jun 30 @ 10:53pm 
I have another report! This one's weird! When I load this mod alongside Vanilla Cooking Expanded, I get a map generation failure error. I've already reported it to the VE team but I felt I should report it to you too.
Zaljerem  [author] Jun 27 @ 5:49pm 
Ugh, they junked the ItemProcessor completely too ... this is gonna suck. I'm gonna need to convert those to Processor Framework, as well as go through every VE related compatibility def or patch. Kill me.
FarmerJoe Jun 27 @ 5:36pm 
1.6 VE changed a lot of namespace for their stuff(RecipeInheritance.ThingDefExtension => VEF.Buildings.RecipeInheritance for example)
some patch or def in this mod still using the old namespace
月羽狐 Jun 24 @ 4:08pm 
Thanks for the update! Truely one of the must-have mod in rimworld
Zaljerem  [author] Jun 24 @ 6:05am 
Thanks for the report, I pushed a fix.
Zaljerem  [author] Jun 24 @ 5:58am 
Oops yep, forgot about that. I'll push a fix.
gh0stashes Jun 24 @ 5:55am 
Wall code was updated with 1.6 and some buildings like the archotech walls need to be tweaked. Currently they must be placed one by one and cannot be dragged. According to another modder the fix/change is

"<drawStyleCategory>Walls</drawStyleCategory>"
in place of
"<placingDraggableDimensions>1</placingDraggableDimensions>"
Apraxas Jun 21 @ 10:14pm 
Didn't expect this to be updated so quick! Thx :D
Mask of Humble Jun 4 @ 9:57am 
Is there any way to make it where you can pause the Archotech Replicators? I build the large one and now I have way to many fragments but don't really want to deconstruct it.
InsideOutFace May 5 @ 5:27pm 
Is there a way to increase the speed of replicators?
Xanthiras May 5 @ 12:30pm 
Is it possible to add indestructible archotech garage door to go with archotech walls and doors if VE Vehicles is present?
drshahramanvariazar May 3 @ 11:04am 
make a patch for SOS2

cuz the crafting recipe is different (sos2 added one to craft vanometric)

it conflicts and i dont like it pls fix it soon as you (if u have free time)
Re Grigio Apr 13 @ 4:34am 
there's any other mod that make use of archotech at primitive or medieval level? I love the "do you like my new fireless campfire?", "sir, that,s a mini uranium reactor"
D3K43 Mar 27 @ 9:34pm 
@InsideOutFace , luck, mostly. You could get spaceship debris that are Archotech and can be scrapped for fragments. Fragments can appear in trader inventories, or fished up if you have VFE fishing. That's just my experience with a pretty big modlist, though.
InsideOutFace Mar 27 @ 8:11pm 
How do I get the first handful of archotech fragments to start the process? If the only way to get them is to scrap mechanoids at the archotech workbench, but the workbench requires them to build it... help please?
Scorpio Mar 2 @ 7:04am 
patch for this embrasures [HRK] Vanilla Expanded Extra Embrasures?
Logicka Feb 22 @ 3:13am 
A bit niche but would you consider integrating a recipe for the archotech matter manipulator in Cassius' Matter Manipulator, probably requiring an ultratech manipulator or at least its research as a requisite: https://steamcommunity.com/sharedfiles/filedetails/?id=2868495491
blackrave Feb 18 @ 10:09am 
About archotech wall
It also doesn't block radiation from Rimatomics (since that also is based on HP)
Maybe give it very high HP (like 99999) and ability to quickly regenerate?
That way it still is basically indestructible, but also works for Anomaly and Rimatomics.
The Mechaniod summoner isnt working like it wont summon the ship parts or clusters but when i summon a raid it just does a regular raid do i need to to wait or no?
Pablo Discobar Jan 25 @ 1:12am 
Yeah, I'm having the same problem as KR_man, and the game doesn't show any new error logs every time I make an attempt.
KR_man Jan 7 @ 7:37am 
Is there any way to put enemy corpses in the gene ripper? I seem to only be able to use colonist corpses.
Margam Jan 5 @ 7:10am 
Thanks for the update.
Zaljerem  [author] Jan 4 @ 7:33pm 
Updated:
Archite Capsules - work down from 180000 to 120000
Archotech Gene Ripper - fixed texture and size
Archite Genepack Assembler - reported upside down and 1 cell instead of 4 but appears intended?
Enabled "What the Hack - A Little Expansion (Continued)" compatibility

More to come, Happy New Year!
Zaljerem  [author] Jan 3 @ 5:42am 
Looks like Dizzy beat me to it:
https://steamcommunity.com/sharedfiles/filedetails/?id=3399298506

Now linked above.

In other news, the first of a few MAG updates will be publishing soon!
Flockerkill Dec 31, 2024 @ 6:57am 
@zalijerem
also a new mod you may whant to add compatibility:
mechnoid upgrades - archotech
https://steamcommunity.com/sharedfiles/filedetails/?id=3396928183
Flockerkill Dec 23, 2024 @ 4:59am 
there ARE already archotech embassure and double and tripple doors in this mod
i sadly dont know what other mods they require to appear...
Margam Dec 23, 2024 @ 2:06am 
Would be wonderful to get an embrasure and double door variant of all the archo-structures, top-tier mod btw
Scorpio Dec 22, 2024 @ 12:51pm 
any chance of a [HRK] Vanilla Expanded Extra Embrasures patch ?
Zaljerem  [author] Dec 18, 2024 @ 6:14am 
Seasons greetings everyone!

I've compiled all reported issues (I think, but I'm sure I'll be told if I miss any) into a document and I'm about 25% of the way through it. Expect a few updates in the next several days.

My apologies for the long delay and thank you for your patience. As I do this as a hobby, fortunately or unfortunately I tend to do that which is the most enjoyable first (bringing old mods to the latest version) and often de-prioritize the less fun (fixing existing mods in my care) ... that's not really fair, but it is what it is. I eventually get there.
jtseyman Dec 18, 2024 @ 3:14am 
I have the same problem as Zer0 has.
Zer0 Dec 15, 2024 @ 12:37pm 
I don't know if its intentional or not. But the charging pillars keep spawning waves simultaneously to the point where it crashes the game.
Flockerkill Nov 18, 2024 @ 1:40am 
How about adding an archotech garage door that is indestructable
As a compatibility between this and vehicle mods
Inquisitor Nov 4, 2024 @ 10:03pm 
Hello! I've discovered that omni-osmosis cannot be built outside the groundwater range, and frankly, it doesn't generate more water then the ground water its standing on. So its more like a pump with a large water storage. Could you please fix it so that it could be used outside the ground water?
Tachikoma00 Oct 28, 2024 @ 11:36am 
Great, I will check it out later today. thanks for your prompt response.
Zaljerem  [author] Oct 28, 2024 @ 6:10am 
Fixed the dependency issue on Artifacts Expanded (should be loaded before this mod). Thanks for your patience.
Zaljerem  [author] Oct 27, 2024 @ 9:40pm 
Argh, I've now doubled up the recipes. Please load Artifacts Expanded before this mod (it won't detect MAG and try to patch), and More Archotech Garbage already has the recipes. Thanks for the report, I'll clear it up soon!
Tachikoma00 Oct 27, 2024 @ 9:36pm 
Hi Zaljerem, I noticed with the Artifacts Expanded (Continued) new update that there is a circular dependency with More Archotech Garbage (Continued) and Artifacts Expanded (Continued).
RimSort couldn't sort:
zal.morearchotechgarbage -> zal.artifactsexpanded

What would be the better way to organize these two considering the dependencies. Thanks
Nameless Oct 22, 2024 @ 4:29am 
Hello again @Zaljerem, I hope you are well! In addition to my previous questions below: Archite Genepack Assembler texture is turned upside down plus it takes 1 cell instead of 4.

Nameless 16 Sep @ 9:25am
Hello @Zaljerem, many thanks for adding the credits! You are doing a job that makes thousands of people happy. Can I please have your Discord handle? I would like to chip in to support your work (@DeathTomato and anyone else would you like to join?). Plus I have some More Archotech Garbage (Continued) materials that have been prepared but not yet been implemented, maybe you would manage to do this?
gundampheonix Oct 15, 2024 @ 10:25pm 
The sprinkler doesn't seem to do anything.
Zaljerem  [author] Oct 8, 2024 @ 9:44am 
Thanks for all the reports, I hope to make a heavy review of the mod soon.
batatafritada Oct 8, 2024 @ 9:41am 
The mod has been going really great so far, but I think the recipe for archite capsules is absurd, 3000 work is understandable, but it works like a cooking craft and not an item crafting. meaning that if a colonist stops doing it they will have to start all over again, but... 3000 work is a lot more than they can handle before dying of starvation lol
batatafritada Oct 2, 2024 @ 6:57pm 
hello, I think archotech medicine should be applied like a serum instead of used as medicine.
Atm, when the option for "use best available medicine" is on, the pawns will use archotech medicine anesthize a patient. And not being able to apply it means that the pawns will have to use it manually, which prevents the use of said medicine in incapacitated pawns.
CMaia Sep 23, 2024 @ 2:25am 
Also no segments (hands/foreams/forehands/feet/fingers) of advanced versions of archotech added by having both mods have recipes to make them
CMaia Sep 23, 2024 @ 1:52am 
There's something wrong with the patch for MSE2 when you have Archotech Expanded Prosthetics enabled too. There's two archotech legs and arms recipes named "advanced archotech leg" and "advanced archotech arms" and both are unlocked with different techs, one with the 2 and the other with the 3.

Also there's two recipes that make the arms and legs, one with advanced in the name and other without. Also in different techs, 2 and 3.

Also it's possible to make the limb assembler make complete arms and legs with MSE2 enabled? Right now they are spawned without the forearm and internal support
Barrabas Sep 17, 2024 @ 2:34pm 
Arcotech soda seems to be broken for me. Not really sure what I am doing wrong or if there is some mod interaction I am missing, but I can't seem to arrange my list in such a way as to make the heDiff stick to my pawns. Not complaining, really. Just saying so for anyone wondering.

Thanks to Zal for keeping this mod alive, You're a real mensch.
BrenTenkage Sep 17, 2024 @ 2:11pm 
alpha bees got an update, figured I'd mention that