RimWorld

RimWorld

More Archotech Garbage (Continued)
210 Comments
Zahnloli Jul 29 @ 9:24am 
Something I've long wanted to see in this mod is some industrial-tier applications of the fragments. You Still don't understand exactly how they work but after some prodding you at least gain a surface understanding and find applications that go beyond "put glowing thing on stick".
Like proper Archolights including Walllights that don't need power because turns out this specific mirror shape really amplifies the light. A wall a step above the primitive one because you can properly coax the fragment to bond to the material. A type of chemfuel generator that produces more power for the same consumption. Things like that. Not really enough ideas for an extension module though and I know this is just a reupload
Flockerkill Jul 26 @ 6:18am 
as a substitute, till the auther maybe update it, if you use RimSqol, you can add that property with it ingame aswell
Para Jul 26 @ 6:12am 
Hey, if possible, coud you add the airtight property to Archotech Mass?

Just add <isAirtight>true</isAirtight> in the stuffProps section of the marerials.
ゆきんこ Jul 24 @ 1:19am 
After deleting the VEfish folder, there were no further issues for the time being.
ゆきんこ Jul 24 @ 1:10am 
Type VCE_Fishing.FishDef is not a Def type or could not be found, in file Archofish.xml. Context:

Could not resolve cross-reference to Verse.ThingCategoryDef named VCEF_RawFishCategory (wanter=thingCategories)

Error patching FCP_Shuttles.PawnsArrivalModeWorker_VertibirdAttack - Void Arrive(System.Collections.Generic.List`1[Verse.Pawn]

Three errors encountered, possibly related to conflicts with [Pandora's Framework] and [Vanilla Fishing Expanded]?
Leo Jul 23 @ 4:28pm 
Hi, just FYI, I'm getting the following error with this mod:

Could not resolve cross-reference to Verse.ThingCategoryDef named VCEF_RawFishCategory (wanter=thingCategories)

Probably an incompatibility with the updated Vanilla Expanded Fishing mod.

Cheers!
Gexi_TheHundredth Jul 23 @ 7:02am 
Aye, then. Good luck with that!
Zaljerem  [author] Jul 23 @ 7:00am 
Thanks, I understand fully how to update the compatibility, it's really a matter of free time at the moment. Also converting the old ItemProcessor stuff to the new way is time-consuming. If anyone wants to dive in and start fixing it, I'll happily integrate anything provided.
Gexi_TheHundredth Jul 23 @ 6:57am 
If you're still having trouble with the VEC compat, I went to the Rimworld Discord to troubleshoot things when Odyssey launched and they said that mods using the old namespace [VEFCore], such as it seems like this one, would cause the game to not be able to pass the scenario selector.
nex Jul 19 @ 11:50pm 
could you maybe add airtight tags to archotech wall and door?
Rafocale Jul 13 @ 10:54pm 
Any chance we could get integrated implants https://steamcommunity.com/sharedfiles/filedetails/?id=3223443793 integration?
P90 USER Jul 13 @ 4:18am 
ve fish use odyssey fishing system if odyssey installed。so no VCE_Fishing.FishDef 。not game breaking,so you can work it out later。
Zaljerem  [author] Jul 12 @ 7:03am 
Yeah, that tracks. I've just pushed an update that disables that compat for 1.6 while I work it out. Thanks for narrowing it down, saved me some time.
Dev235 Jul 12 @ 5:47am 
Removing VECook folder from 1.6/Compat fixed it for me if someone's impatient to start game with it.
Biggie Jul 12 @ 3:01am 
Broken for me too after the update.
pro Jul 12 @ 1:43am 
same issue, game won't start new game or load world. Took me 4 hours to figure it out lol. I wish luck to u zal, thank you for your efforts.
Rattle B0nes Jul 12 @ 12:24am 
having the same issue
Mismagius Jul 11 @ 10:17pm 
the latest update to this mod breaks the game and i'm unable to start a new game or load a save
https://gist.github.com/HugsLibRecordKeeper/254e76b12e0accc97ecc3d379bcacd08
Zaljerem  [author] Jul 11 @ 6:48pm 
I pushed an update with more fixes, the ItemProcessor stuff will be missing until I rework them to the new system, please let me know what you see and I'll address them in the next one.
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...