RimWorld

RimWorld

Advanced Band Nodes
54 Comments
Suniver 18 Jul @ 9:24am 
Hey I really miss your mod. Any plans on updating it for 1.6 ? =)
하나 18 Jul @ 4:55am 
I absoultely need this.
Huehuecóyotl 11 Jul @ 8:49pm 
Do we know if this works in 1.6? I know a lot of mods, even without officially being updated, work fine in newer versions.
yeastus 1 Feb @ 7:50pm 
@Quilava you could try alpha mechs, they add voidlink band nodes. I use that alongside this mod, and I find they pair well. Progression wise it is mostly fine, voidlink costs more than these and requires an even further research than high mechtech. I did use RIMMSQoL to increase cost of the voidlink nodes a bit, so customize as you see fit.

Though, I understand that is a massive content mod to add simply for better band nodes.
Quilava 4 Nov, 2024 @ 12:49am 
More ... MORE, I WANT MORE, dont care for cost, i need bigger bandwidth, i must build an army of Militor and march em to near by Jedi temple :angry_seagull::angry_seagull::angry_seagull:

Joke aside, love this mod, if u could add like archo band node or something that can provide some what the same amount of bandwidth like Gestalt Engine, that would be perfect. I play Milira race mod, and their bot cost between 3-12, vanilla node cant cope with that :sad_seagull:
RojoMuerte 18 Apr, 2024 @ 4:12pm 
Gestalt author says will fix this weekend.
RojoMuerte 18 Apr, 2024 @ 4:10pm 
Thanks guys!
Hydrologist  [author] 16 Apr, 2024 @ 1:01am 
Good to hear! Hopefully Gestalt Engine gets their mod working again soon.
Chubby 16 Apr, 2024 @ 12:33am 
Can confirm, I had the same issue. I removed Gestalt Engine and then the normal band nodes plus this mod work fine now
mrhanz 15 Apr, 2024 @ 4:04pm 
I did some research and apparently its gestalt engine doing it for some people.
mrhanz 15 Apr, 2024 @ 4:02pm 
I removed the mod and the nodes were still disabled. This one isn't doing it.
Hydrologist  [author] 14 Apr, 2024 @ 10:24pm 
Do you see any warnings or errors in the log? When I had a broken button in my relays mod, it was due to an error in its gizmo function.
RojoMuerte 14 Apr, 2024 @ 9:17pm 
Another modded bandwidth building is also missing the button.
RojoMuerte 14 Apr, 2024 @ 9:15pm 
@CorvoSnow I'll post here if I figure it out. I just dev'd in a bandwidth implant from another mod.

@Hydrologist I just posted here because this comment section was the first place that I went to look for answers. I'm playing with a bunch of mods and just started using 1.5 so it could be anything.
Hydrologist  [author] 14 Apr, 2024 @ 9:05pm 
If you disable the mod, do you still have the issue with the regular band nodes? I'm not seeing this issue with just this mod enabled in 1.5.
CorvoSnow 14 Apr, 2024 @ 5:56pm 
Having that issue now, @RojoMuerte no idea why, but it wont let me connect to my mechinator at all
RojoMuerte 14 Apr, 2024 @ 1:40pm 
Hey all, has anyone had the issue where band nodes do not have a connect to mechinator button? I'm trying to figure out what mod is messing with them. The button is gone for these and the basic ones. This is on 1.5
Hydrologist  [author] 11 Apr, 2024 @ 11:21am 
Great! This was my first time updating a mod for multiple versions, so thanks for bearing with me.
Brominator 11 Apr, 2024 @ 5:34am 
Thanks, the issue seems to be fixed now
Hydrologist  [author] 10 Apr, 2024 @ 11:33pm 
I saw what I think was what you were seeing with the mechanoids becoming uncontrolled, which seems to be an issue that was brought up a while ago. I recompiled the 1.4 version of the mod and it seems to have resolved the issue. I tested the 1.5 version and it didn't seem to have that issue, so I pushed an update with the new 1.4 version. Let me know if the issue persists.
Brominator 10 Apr, 2024 @ 2:06pm 
I don't see any obvious errors but I'll throw up the log anyways: https://pastebin.com/nBFEcuKT
Hydrologist  [author] 10 Apr, 2024 @ 11:49am 
Are you getting error messages in the log?
Brominator 10 Apr, 2024 @ 7:32am 
I'm also on 1.4 and it's still buggy. The bandwidth usage is correct now but after a few seconds, most of the mechs become uncontrolled with no change in bandwidth
Artermus 10 Apr, 2024 @ 2:57am 
Running 1.4 here
Artermus 10 Apr, 2024 @ 2:46am 
Still bugging out
Hydrologist  [author] 9 Apr, 2024 @ 8:48pm 
I've pushed an update which rearranges the folder structure of the mod. This should properly separate the 1.4 and 1.5 versions of the mod files, which I suspect was causing issues.

@Brominator, please do let me know what version of the game you're playing on, and whether you're still seeing the issue.
Hydrologist  [author] 9 Apr, 2024 @ 8:04pm 
@Brominator Odd, I'm not seeing that issue when testing with my own install. The error is what happens when the mod targets the wrong version of the game. Can you confirm what version of the game you're on in the upper left corner of the main menu?

If you haven't already, you may want to unsubscribe and resubscribe to the mod. It may be that Steam didn't properly update the files and you still have the 1.4 version of the mod file.
Brominator 9 Apr, 2024 @ 3:32pm 
After the update it seems none of the band nodes are actually giving any bandwidth to who they're assigned to. The console keeps repeating this: https://pastebin.com/ZtGDx44A
Hydrologist  [author] 8 Apr, 2024 @ 9:28pm 
I've updated the mod using the 1.5 assemblies. Let me know if there are any issues.

@TwoBitGuru Good to know! The game tracks the amount of bandwidth you get from band nodes by tracking the number of band nodes you're attuned to. This mod just adds 4 to that number for each ABN rather than one, which probably then gets multiplied by Mod Tweaks.
TwoBitGuru 8 Mar, 2023 @ 5:20pm 
Great qol mod! I just wanted to let you know that this is effected by the mod tweaks galore when you use that mod to increase the bandwidth of the regular band nodes. so if you set the bandwidth per node in that mod to 2 these provide 8 etc.
Rince 2 Mar, 2023 @ 6:23pm 
thanks for the effort
Hydrologist  [author] 2 Mar, 2023 @ 3:34pm 
The unnecessary file is in the Assemblies folder and is named "Assembly-CSharp.dll", for reference.
Hydrologist  [author] 2 Mar, 2023 @ 3:32pm 
@Rince Looks like Visual Studio included the Rimworld assembly I was linking to in the exported files.It's contributing most of the used space (11 MB). It looks like you can safely remove that.

I'll push an update to my mods later to remove the extra file. I switched computers recently, so the original files for them are on an external drive somewhere.
Rince 2 Mar, 2023 @ 2:38am 
hey dude, do you know that you have a little bit of mess in assemblies, 15 mb is too big for the mod
Intelligen't 13 Dec, 2022 @ 4:35pm 
you should balance them, theyre very op, make their material and power cost higher
peacelll71 21 Nov, 2022 @ 11:25pm 
OK. Thanks for your reply.
Hydrologist  [author] 21 Nov, 2022 @ 10:50pm 
@peacelll71 There isn't, unfortunately. I'm planning on adding mod settings for my mods, but I've been busy on a project at work which should be ending at the end of this month.
peacelll71 21 Nov, 2022 @ 10:35pm 
Is there a way to adjust the bandwidth value?
I couldn't figure it out by looking at the defs xml folder. Thanks for the great mod.
Broms 15 Nov, 2022 @ 4:55pm 
This is awesome thank you
Wisp 15 Nov, 2022 @ 2:55pm 
@Hydrologist excellence! Thank you, friend
Hydrologist  [author] 15 Nov, 2022 @ 2:52am 
@Wisp Should be fine, works on my existing biotech colony.
Wisp 14 Nov, 2022 @ 11:52pm 
The art is sleek and I'm a *huge* fan of the functionality. Band Node forests are fascinating, but horrific space-swallowers. This is the perfect solution!

Should it be compatible with existing savegames?
Fish n' Chips 12 Nov, 2022 @ 6:45pm 
Fantastic, looks very balanced. More importantly, slapping down a few of these babies is going to be a lot more pleasant than shoving dozens of standard band nodes into a giant room.
Hydrologist  [author] 12 Nov, 2022 @ 3:04pm 
@PremierVader Just click the link to my workshop at the top of the page, above the mod title.
PremierVader 12 Nov, 2022 @ 9:20am 
Hey nice mod. Where can I see the rest of your mods?
Abject Failure 11 Nov, 2022 @ 9:31pm 
Every one of your mech mods has been perfect with a vanilla feel. Love the work!
Hydrologist  [author] 9 Nov, 2022 @ 3:39pm 
It was a bit of a lucky accident, really. Slomow_1540 posted the art a few days ago, and wanted to make a mod for it, but didn't have the know-how to do it, so they put it up for someone to make a mod with. pphhyy (who drew the art for the command relays mod) told me about it when we were chatting about that mod. XD
ThroatGOAT 9 Nov, 2022 @ 3:35pm 
Yup! That fixed it. Great work Hydro. I love all your mods so far regarding Mechinators. Please keep up the wonderful work. Also glad you got some new art for this one first this time. Hah.
ThroatGOAT 9 Nov, 2022 @ 3:26pm 
Ok. Checking now.
Hydrologist  [author] 9 Nov, 2022 @ 3:16pm 
Figured out the issue, pushed a fix. It looks like Harmony postfixes can still let consequences of the original occur between the original completing and the postfix starting, so the bandwidth for the advanced nodes was being (invisibly) dropped every time the game checked for nodes.

I've updated the mod to use a prefix instead to avoid this issue. Let me know if the issue persists or if new ones show up.