RimWorld

RimWorld

Archotech Expanded B19
92 Comments
Teok  [author] 21 Oct, 2018 @ 9:45pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1442734859
This is the link for the 1.0 version. It still says 0.19 for some reason but it's updated and working in 1.0.
Winnie the pooh 21 Oct, 2018 @ 2:45am 
you mean the one last updated the 6th of august ?
Mattyboy0066 21 Oct, 2018 @ 12:42am 
what? I'm confused...
Teok  [author] 21 Oct, 2018 @ 12:15am 
There is still the original Archotech expanded mod file, which is updated and should still work with 1.0. I was leaving this up for people who wanted to stay with B19.
Mattyboy0066 20 Oct, 2018 @ 7:47pm 
It does not work with 1.0. f***
Unfulfilled Desires 20 Oct, 2018 @ 4:31pm 
@gunseeker
it doesnt work with 1.0
Gunseeker 19 Oct, 2018 @ 3:56pm 
has anyone tested if this mod is safe to use in 1.0, even though it still says 0.19?
"The" SeanMacLeod 17 Oct, 2018 @ 9:11pm 
Thankfully, not a lot changed between the versions :engi:
Taliesyn 17 Oct, 2018 @ 5:24pm 
Aaand of course, right after you did that update, they put out 1.0.
Teok  [author] 17 Oct, 2018 @ 3:01am 
Deagroth No problem! it's already updated now, it should be 10 times as fast to make them. It still takes a long time, but now it's manageable.
Deagroth 17 Oct, 2018 @ 2:52am 
Thank you for reading all the feedback, looking forward to the update.
Teok  [author] 16 Oct, 2018 @ 7:59pm 
Ah right. I'll move down the work to build a bit so it's more manageable. Thanks for all the support
Demonican 16 Oct, 2018 @ 12:08am 
The problem is that is does not generate a seperate piece that is worked on, I've confirmed that it IS possible to finish the piece, but the pawn has to work untill it is done, because the other pawns will clear away the materials if the pawn is forced away from the workbench for whatever reason.
Deagroth 15 Oct, 2018 @ 5:43am 
Should be able to click on the item on the workbench and see something like "work remaining" like you can with the statues.
GodHatesYou! (EOA) 14 Oct, 2018 @ 8:08pm 
I have the same bug as Demonican, The progress bar either does not start or stops part way through. Considering my pawns have almost 1000% manipulation, its definatly stopping advancement or they would be done in seconds, and i have had pawns standing there for the better part of a day.
Pizzalord 14 Oct, 2018 @ 12:20pm 
i just made all the parts easier to make by lowering all of the work needed, you can always edit these yourself if the mod is not to your liking. For example their aint no archotect eyes, so i made them craftable for one steel at a craftingspot.
Demonican 14 Oct, 2018 @ 6:33am 
The progressbar dissapears after a certain poin (like 1/8 into the crafting), so I can't really tell if there is still progress made, and the pawn will literally stand there and work untill they either get a mental break, or they collapse. But I got a pawn to finish a piece on one go now, with advanced arms and a brain melder, + being fed and well rested before he began.
Teok  [author] 14 Oct, 2018 @ 5:49am 
Demonican I was under the impression work doesn't reset if you leave the piece. Therefore they would have to spend multiple days on it, if not I can fix it soon
Demonican 14 Oct, 2018 @ 5:34am 
When trying to create Advanced Archotech Legs and arms, the pawns just bring the items needed to craft the items to the bench, but it does not actually form into an unfinished piece, and since there is so much work needed to be done on them, they can't complete them in one go before they collapse from sleep deprivation, making the pieces impossible to actually make.
Pizzalord 9 Oct, 2018 @ 2:07pm 
YAY!!!
Teok  [author] 9 Oct, 2018 @ 1:01am 
Yes El jojo, as stated, it's explained at the top. You need the research first, which unlocks a workbench. :)
El jojo 8 Oct, 2018 @ 10:22am 
Is there finally a way to craft to craft nano/pico/attomachines ?
Teok  [author] 8 Oct, 2018 @ 1:51am 
No problem :)
Shadelight 8 Oct, 2018 @ 12:47am 
Oh excellent. Im browsing on my phone so I didn't see it properly
Teok  [author] 8 Oct, 2018 @ 12:11am 
Added crafting, it's exlained at the top of the description
Shadelight 8 Oct, 2018 @ 12:07am 
What changed in the update?
Kekmeister 4 Oct, 2018 @ 5:13am 
I never claimed it to compete at all, i simply said that using RBSE you can have a functional order of items, vanilla < RBSE < Archotech Expanded, while with EPOE it would look like vanilla < Archotech Expanded < EPOE.
Teok  [author] 4 Oct, 2018 @ 5:06am 
Professional Disconnecter I'm not trying to compete with EPOE or RBSE, the reason the parts are that efficient is because it lines up with how powerful the archotech parts in vanilla are.
Kekmeister 4 Oct, 2018 @ 4:54am 
EPOE's parts partly out-do the archotech expanded equivalents.
RBSE however doesn't at all, so that's probably better to use here.
Teok  [author] 4 Oct, 2018 @ 4:44am 
Charon when in doubt just move it above the other mods to see if it fixes the errors :)

BasileusMaximos it's not competition, and the mods are compatible together. As stated above you just need to move this mod above other mods to fix errors, as EPOE has compatability issues.

Geethebluesky Archotech is it's own tier, in vanilla it's the highest in the game. I don't personally use EPOE apart from testing compatability so I'm not sure if it adds higher tiers

Pizzalord I'll be getting to it soon, I've just been busy with work and academics :)
Geethebluesky 3 Oct, 2018 @ 9:34pm 
Following on the comment below; just to confirm, the Archotech stuff is going to remain the next tier up from Advanced bionics (EPOE) and not become a direct competitor, is that the case?

*crosses fingers and hopes*
Pamparampampamparam 2 Oct, 2018 @ 11:51am 
So you plan on competing with EPOE rather than making a compatibility patch for it?
Shadelight 30 Sep, 2018 @ 4:52pm 
I still get the brainmelder has null class thing even though its above every other bionics related mod in my list. Setting it above 'micellaneous core' prevents the error from appearing. I've not had any problems with it being above misc core...to my knowledge. Here's the log anyway so you can see with it below misc core but above every other bionics mod:

{LINK REMOVED}
Pizzalord 30 Sep, 2018 @ 9:28am 
I wait every day for these items to become craftable, im to the point where this game is unplayable because the key component for crafting is not here yet ;-;
Teok  [author] 28 Sep, 2018 @ 8:43pm 
Gerusz that sounds like a living hell, so yes, there will be a way to easily break them down.
Gerusz 27 Sep, 2018 @ 6:12am 
Could we get some sort of workbench to break down items made of nano / pico / attomachinery (and maybe drop 1-2 of the given resource)? In mid-game when you have 100+ raiders in a raid there is usually an item or two on them made of these materials. The items retain the death taint so wearing them is not an option, they have ungodly HP so repairing them (mending mod) or breaking them down (recycle mod) takes way too long (and the latter never drops the resources anyway so it's not worth it) and even burning them takes days.
Teok  [author] 25 Sep, 2018 @ 7:00am 
The problem with the compatability at the time was people were getting an error due to mod load order. Since this is fixed I can now start working on features that will put it on par with EPOE in terms of bionics, or features that let you craft your own.
Mythaltir 24 Sep, 2018 @ 12:15pm 
This mod is not really compatible with EPOE by design, more or less, EPOE sets BodyPartArchotechBase to
<tradeability>None</tradeability>
which is commented by
<!-- Archotech HQ had a terrible work accident involving giant bugs and is now unable to maintain its business. -->
so to make them compatible you would have to change that back, i think. or simply delete Items_Archotech.xml from ThingDefs_items from the EPOE mod, but that may cause your computer to blow up in an atomic explosion condemning the whole human race, that or it would enable trading for archotech pieces.

The only problem then would be that EPOE's advanced bionics would surpass this mods archotech in several cases.
Teok  [author] 24 Sep, 2018 @ 12:02pm 
Sometimes colonists just attack using headbutts and stuff like that, it's the games coding which makes that happen unfortunately.
Ace_Gh0st 24 Sep, 2018 @ 9:50am 
I gave one of my colonists all of these upgrades including the brain melder and advanced archotech arms yet he attacks people with his head and not his super strong arms which them makes the fight a lot longer is there any reason why?
Teok  [author] 23 Sep, 2018 @ 12:47am 
ETA on crafting benches and minimachine replication will be hopefully done in 1 month or so.

Nanomachines should be just as common, and cheaper too. Personally I've found some from raiding other bases. Hopefully when the replication and crafting comes out it will be more viable as a material.

Also yes, Grey goo.
"The" SeanMacLeod 22 Sep, 2018 @ 4:56pm 
Beware of the nanoblob!
Geethebluesky 22 Sep, 2018 @ 9:16am 
Second thing: grey goo? :)
Geethebluesky 22 Sep, 2018 @ 9:14am 
I'm not sure if this is all just statistics being weird to me, but out of all the trades I've accomplished so far, I have a stack of 12 picomachines and 7 attomachines. Zero nanomachines to be seen though... I have a feeling that's not intended?
Kekmeister 22 Sep, 2018 @ 8:35am 
Is there an ETA as to when the crafting benches are released ? So far the only instances of me finding anything using any of the nano/pico/attomachines was in quantities of 1 or two being sold at a textiles trader, and i've yet to see any attomachines drop outside of trade ship crashes.
Shadelight 20 Sep, 2018 @ 1:27pm 
I had a long play session today with multiple prosthesis and exotic traders showing up and they never had anything from your mod. It might be worth looking at EPOEs code to see if he really did disable anything with archotect in the name showing up. I know your mod is working because they occasionally have nano/pico/attomachines etc
Teok  [author] 20 Sep, 2018 @ 3:03am 
That's alright. It takes some time to even find the vanilla archotech items in game. If you want to test to make sure they are actually in the game, you can go into dev mode and see if they are in the spawn list.
Shadelight 19 Sep, 2018 @ 9:49pm 
I probably just haven't been lucky enough with the right traders yet.
Teok  [author] 19 Sep, 2018 @ 7:57pm 
That's funny, their probably talking about a bug in their own mod which is causing archotech items to not appear. If so they will fix it soon, probably. If they're talking about me then I'm not sure what the problem is, as I've played with both mods and they still work. Bear in mind Archotech tends to only be in quests or exotic traders, I'll be adding a way to make them soon.
Shadelight 19 Sep, 2018 @ 3:52am 
I've yet to see a single archotech item on a trader since I installed EPOE. It could be coincidence but when the author was questioned on whether or not archotech items are still in the game he said:

Ykara [author] 8 Sep @ 9:15pm
Archotech HQ had a terrible work accident involving giant bugs and is now unable to maintain its business.

Don't know what to make of that lol