RimWorld

RimWorld

Archotech Expanded + Archotech+ Patch
36 Comments
Black_Overlord 8 May, 2024 @ 2:15pm 
1.4 and 1.5?
Watcher9 31 Jan, 2024 @ 6:06am 
Is there any update?
BlazingImp77151 5 Jan, 2022 @ 2:55pm 
does this work with archotech++ as well?
Nehtiyalyr 31 Dec, 2021 @ 11:12am 
Can you describe how to edit the file to make 1.3 compatible? Thanks in advance
cawphee.black 19 Sep, 2021 @ 12:33pm 
and yes the mod seems to work. just updating the about file to add a 1.3 entry leads to have 4 new items in my work bench
cawphee.black 19 Sep, 2021 @ 12:08pm 
archotech expanded doesn't have patches to include items from this mod if it is present. I think this mod probably will work with 1.3 just fine since it seems to just be a patch file but I could be wrong. I'm going to test this later today though by making a local copy and just added the 1.3 entry to the about file
MrKociak  [author] 1 Sep, 2021 @ 7:42am 
@Coro except modded stuff (like the items from archotech+), well, at least back when this mod was made (like a year ago), I honestly have no idea if it has built-in patches now or not
DeadBeard 1 Sep, 2021 @ 7:11am 
im trying to understand what this mod does. archotech expanded allows you to craft everything doesn't it?
whatchagonnado'boutthatson? 2 Aug, 2021 @ 4:11am 
Can't wait for this mod to be updated. Keep up the good work :)
MrKociak  [author] 23 Jul, 2021 @ 10:32am 
@AR3S I'll try doing it later, this mod isn't exactly high on my priority list lel
Meid 23 Jul, 2021 @ 8:47am 
Or even Archotech++ by Mezz, as i think that comes from the Mile version.
Meid 23 Jul, 2021 @ 8:45am 
Please update this to use Archotech+ (Continued) by Mile. Mod managers keep on listing this patch as requiring the older version when I have the newer version
Black_Overlord 21 Jul, 2021 @ 4:29pm 
Archotech+ just got updated (and new version have a new mod page)
MrKociak  [author] 21 Jul, 2021 @ 7:51am 
@Coyote Seven haven't tested, if needed I'll try updating it to 1.3 but it's not high on my priority list
Coyote Seven 20 Jul, 2021 @ 8:50pm 
Does this work with 1.3?
Holmium 4 Jun, 2021 @ 3:51pm 
Thanks, I did see one nanomachinery turn up in a trade recently, so that must be the way to get it.
MrKociak  [author] 4 Jun, 2021 @ 5:42am 
@Holmium if I remember correftly yeah, I think you need to get those from trading. But I'm not entirely sure, cuz I haven't used archotech expanded for a long time
Holmium 3 Jun, 2021 @ 11:36pm 
Just wondering, how do I get a hold of the nanomachinery and the picomachinery? Says they are crafted at the very bench I can't build, because it requires them. Is it just via trade?
Sunlight88 2 Jun, 2021 @ 2:41am 
Thank you very much, you are a star. We can wait of course... :-}
MrKociak  [author] 31 May, 2021 @ 1:51pm 
@Sunlight88 Though when I have a bit of time I can update it to also work for the ++ version, considering I'd just need to only make 1 new patch and copy the other ones.
MrKociak  [author] 31 May, 2021 @ 1:48pm 
@Sunlight88 I am still working on my mods, but currently More Archotech Garbage is a bit more important, I have a decent amount of stuff to add and an even bigger amount of stuff to rebalance/fix.
Sunlight88 31 May, 2021 @ 4:03am 
Hey MrKociak, are you still working on your mods?
I am currently using "Archotech Expanded" and Mile's "Archotech+" variant together with your patch mod. It works fine.
But now the new fork "Archotech++" is actively developed by Mezz under https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2496279558&searchtext=archotech and I would really like to switch over to "Archotech++".
Would it be possible for you to also patch "Archotech++", if we all switched, to be able to use it together with "Archotech Expanded"?

I am sorry, if I ask too much and you don't have time though... ;-}
rimean 14 Feb, 2021 @ 2:02am 
I thought that patch means that armor implant will be compatible with CE :(
Redeye 43 29 Dec, 2020 @ 3:30pm 
I recommend changing the requirements to Mile's continuation, it'd simplify things.
Sushima-Carmine 26 Nov, 2020 @ 12:59am 
Surprisingly this works with Mile's continuation of A+. Thank you for this mod! I really appreciate it.
MrKociak  [author] 12 Nov, 2020 @ 4:36am 
@Cum God I guess it should, once I have some free time I'll check and update this patch if necessary.
Zersetzung 11 Nov, 2020 @ 4:58pm 
Im assuming this works with Mile's continuation of A+?
MrKociak  [author] 25 Sep, 2020 @ 7:16pm 
Sebaty5 well, if the issues are caused by xml code then I could probably keep the mod alive for a bit. But if the issue lies in C# then I don't think I'd be able to do that, I'm not that experienced. I'll check it tomorrow.
Sebaty5 25 Sep, 2020 @ 6:34am 
A+ is said to discontinued couldnt you just keep a+ updated (thatway you would also know what changes or even implement it in this mod.
MrKociak  [author] 24 Aug, 2020 @ 4:57am 
@BloodyBane I guess. As long as nothing in A+'s XML code changes then this patch should still work fine. I'll still try and update this when/if A+ updates.
BloodyBane 23 Aug, 2020 @ 9:33pm 
It would be safe to assume this works in 1.2 seeing as how AE is 1.2, and A+ is said to operate fine?
MrKociak  [author] 8 Aug, 2020 @ 5:01am 
@[Furnado] Shimmer
Are they damaged like that permanently? Artificial body parts should be able to heal normally after being damaged. If they're not healing then it might be a bug, but I'm not sure if it would be caused by this one, the patch doesn't touch Archotech Expanded's implants, just adds crafting recipes to Archotech+ implants, but modding can sometimes act strangely so anything is possible. if the problem persists then I'll try and look into it :p
Shimmer 7 Aug, 2020 @ 2:06pm 
so, there is a thing that i wonder about.
When giving a colonist the arms and they get damaged (archotech arm) it still says "Fist (human) cracked" is this something wrong with the mod, or is it just the way the game is?

As if anything i don't know really if the Archotech fists should really crack?
Otherwise love this mod <3
Mezz 16 Jul, 2020 @ 4:20pm 
Thank you for this!
MrKociak  [author] 30 Jun, 2020 @ 10:23am 
@BIDGADDY It should be fixed now. For some reason researchPrerequisite was put there twice.
Jimbo1 29 Jun, 2020 @ 10:56am 
XML error: Duplicate XML node name researchPrerequisite in this XML block: <recipeMaker><researchPrerequisite>ArchotechMimicry</researchPrerequisite><workSpeedStat>GeneralLaborSpeed</workSpeedStat><workSkill>Crafting</workSkill><effectWorking>Smith</effectWorking><soundWorking>Recipe_Machining</soundWorking><recipeUsers><li>BasicArchotechWorkbench</li></recipeUsers><skillRequirements><Crafting>5</Crafting></skillRequirements><unfinishedThingDef>UnfinishedHealthItemProsthetic</unfinishedThingDef><researchPrerequisite>ArchotechMimicry</researchPrerequisite></recipeMaker>

Once I've placed the patch below the two mod requirements these pop ups, based on what I understand these error shows up because the patch is editing the recipe on the xml, I haven't tested the mod on my game yet, just wondering if you have these errors and if I should just ignore thes.