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So I just added a new setting in mod options to disable it from doing that. Update should be live in a couple minutes. Might need to unsubscribe/resubscribe to force it to update.
Do you have another version of this mod active, like Archotech+?
I finally had time to figure out what was causing the regenerator to heal "removed" so many times. Basically, when an artificial limb is applied, a hidden health condition is applied to every part of the natural limb. So a bionic arm applies it to not just the arm, but the clavicle, shoulder, hand, and every finger. When you multiply that for both arms and both legs, that's a lot of "missing" body parts.
The code for the regenerator that restores missing body parts was coded to ignore these if an artificial body part replaced them, but the part that heals diseases was treating them as a disease and wasting charges healing them.
This also has a detriment: I can't remove a prosthetic to allow the biological part to grow back at 100% efficiency.
The compatibility patch between this and More Archotech Garbage was on their end. I broke it with this continuation because the patch looks for the mod "Archotech++", but I renamed it to "Archotech++ for 1.5".
I have now included the patch on my end. If either version "More Archotech Garbage Continued" or "More Archotech Garbage (Continued)" is active, the injectors can be crafted at the Archotech Workbench. As always, they can also appear on exotic goods traders, settlements, and as quest rewards if the silver value is high enough.
@Elan
It does seem like you're right about what it regenerating replaced limbs, and it shouldn't be. That fix is a bit more complicated than copy-pasting some patches so I can't get to it right now, but I'll add it to my to-do list.
Edit: Where are these things built or can you only find/buy them?
It isn't a problem per se, other than I would prefer to conserve those charges for things that actually need fixing. ATM whenever I use a metamorphose/get a Regenerator to level 2, I go into mod settings and set the recharge time to 1hr, let it burn through the regrowths, then set the time back to where I want it.
sorry I like to really mod the game. Not sure if this is what you need.
Could not instantiate or initialize a HediffComp: System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref E2EEB241] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.HediffWithComps:InitializeComps ()
Verse.HediffWithComps:PostMake ()
Verse.HediffMaker:MakeHediff (Verse.HediffDef,Verse.Pawn,Verse.BodyPartRecord)
CharacterEditor.DialogAddHediff:CheckSelectionChanged (Verse.Hediff)
CharacterEditor.DialogAddHediff:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
hope this helps
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch8 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch4 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
at System.Linq.OrderedEnumerable`1+<GetEnumerator>d__3[TElement].MoveNext () [0x0003d] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at RimWorld.CompUsable.UsedBy (Verse.Pawn p) [0x00066] in <95de19971c5d40878d8742747904cdcd>:0
at (wrapper dynamic-method) RimWorld.JobDriver_UseItem+<>c__DisplayClass7_0.RimWorld.JobDriver_UseItem+c__DisplayClass7_0.<Use>b__0_Patch0(RimWorld.JobDriver_UseItem/<>c__DisplayClass7_0)
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001b0] in <95de19971c5d40878d8742747904cdcd>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method)
System.InvalidCastException: Specified cast is not valid.
at RimWorld.CompUseEffect_DestroySelf.get_OrderPriority () [0x00000] in <95de19971c5d40878d8742747904cdcd>:0
at RimWorld.CompUsable+<>c.<UsedBy>b__12_0 (RimWorld.CompUseEffect x) [0x00000] in <95de19971c5d40878d8742747904cdcd>:0
at System.Linq.EnumerableSorter`2[TElement,TKey].ComputeKeys (TElement[] elements, System.Int32 count) [0x00010] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.EnumerableSorter`1[TElement].ComputeMap (TElement[] elements, System.Int32 count) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.EnumerableSorter`1[TElement].Sort (TElement[] elements, System.Int32 count) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
It just so happens that the VOID bionics have archotech in their def names, and they get applied after the vanilla bionics and overwrite them. So I'm going to put this one down as "it's not a bug, it's a feature".
As far as the second part of your issue: this mod adds no researches and no materials. I'm pretty sure More Archotech Garbage makes the items from this mod craftable, so you might want to add the continued version of that.